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. | The armor item attributes are subtracted from the player's AC n those categories, meaning the higher the armor attribute, the better, because it is then subtracted. | ||
==== Armor Class (AC) to Damage % Calculation ==== | ==== Armor Class (AC) to Damage % Calculation ==== |
Revision as of 18:58, 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's AC n those categories, 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.
Wearables | |
Usables |
Vehicle • Furniture • Container • Fountain • Portal • Locker |
Consumables |
Food • Drinkcontainer • Potion • Pill |
Artifice Items |
Wand • Rod • Staff • Event Item • Scroll |
Miscellaneous |