Armor: Difference between revisions

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Armor-type items modify a player or mob's armor scores when worn. They are the only item type that can modify each armor score (bash/slash/pierce/exotic) separately.
Armor-type items modify a player or mob's armor scores when worn. They are the only item type that can modify each armor score (bash/slash/pierce/exotic) separately.
The armor item attributes are subtracted from the player AC, meaning the higher the armor attribute, the better, because it is then subtracted.
==== Armor Class (AC) to Damage % Calculation ====
The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6.
AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%.
Base damage(100%) AC= (100-3xLevel)
Assuming step of 6: (most extreme case)
* Min damage (50%) AC <= 60-3x Level
* Max damage (200%) AC >= 220-3x Level
Assuming step size of 3: (least extreme)
* Min damage (50%) AC <= 70-3xLevel
* Max damage (200%) AC >= 160-3xLevel
=====Examples (stepsize 6)=====
{| border=1
! Level !! max AC for 50% damage !! AC for 100% damage !! min AC for 200% damage
|+
| 10 || 30 AC (60-(thrice 10=30)) || 70 AC (100-30) || 190 AC (220-30)
|-
| 50 || -90 AC (60-(thrice 50=150)) || -50 AC (100-150) || 70 AC (220-150)
|-
| 100 || -240 AC (60-(thrice 100=300)) || -200 AC (100-300) || -80 AC (220-300)
|}


Armor scores modify incoming melee damage from 50% to 200% depending on the receiving character's armor scores -- lower is better.
Armor scores modify incoming melee damage from 50% to 200% depending on the receiving character's armor scores -- lower is better.

Revision as of 18:57, 18 November 2023

Armor-type items modify a player or mob's armor scores when worn. They are the only item type that can modify each armor score (bash/slash/pierce/exotic) separately.

The armor item attributes are subtracted from the player AC, meaning the higher the armor attribute, the better, because it is then subtracted.

Armor Class (AC) to Damage % Calculation

The AC to damage uses level in a few places, one of which is the step size required to improve or degrade damage from the base level. This ranges from 3 to 6.

AC adjusts by 5% for each step it goes in either direction, with lower AC being better until you hit the 50% floor and higher being worse until the ceiling of 200%.

Base damage(100%) AC= (100-3xLevel)

Assuming step of 6: (most extreme case)

  • Min damage (50%) AC <= 60-3x Level
  • Max damage (200%) AC >= 220-3x Level

Assuming step size of 3: (least extreme)

  • Min damage (50%) AC <= 70-3xLevel
  • Max damage (200%) AC >= 160-3xLevel
Examples (stepsize 6)
Level max AC for 50% damage AC for 100% damage min AC for 200% damage
10 30 AC (60-(thrice 10=30)) 70 AC (100-30) 190 AC (220-30)
50 -90 AC (60-(thrice 50=150)) -50 AC (100-150) 70 AC (220-150)
100 -240 AC (60-(thrice 100=300)) -200 AC (100-300) -80 AC (220-300)


Armor scores modify incoming melee damage from 50% to 200% depending on the receiving character's armor scores -- lower is better.

The calculation for armor scores' reduction depends on the player's level and the type of incoming damage, but only reduces damage of auto-attacks. The full calculation is:

  • 500 x (3 x victim_level - ( 100 - armor_score ) ) / ( 300 + ( victim_level x 3 ) ) + 100

... capped at 50% and 200%.

In other words, you take 100% damage if your AC equals 100 - 3*level. So 97 AC at level 1, 10 AC at level 30, -20 AC at level 60, etc. Then, that damage is multiplied by 5% for each X AC away from that number you are. X ranges from 3-6, based on level.

Armor items can be enhanced with the Merchant class's Enchant Armor spell.

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