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How Armor Works | Armor: Discussion of all armors and platings available in Entropia Universe. |
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#43 | |||||||
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Indioni Jones
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I'll just add, that in the example I've quoted, I don't think you should think of it in terms of the 5B absorbing the acid. They don't absorb any acid, they absorb 12 Impact. The acid never actually gets absorbed, but you absorb more Impact than is actually done. In some ways maybe that's the way to look at it. So the armor absorbs 30 Impact. The plates absorb 12 Impact. So you've absorbed 42 Impact. The hit was for 30 Impact, 12 Acid. After absorbing 42 impact, the hit is now for -12 Impact, 12 Acid. Which adds up to 0 so you get a 1.0 hit. I know it makes absolutely no sense to have negative damage realistically, but I think its the least confusing way to look at it mathematically. |
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L Weapon Guide Economy Cals Skills & professions How Armor Works Some EU Links "Go and find Blackhawk as quickly as you can and beg him to be your mentor." Frank FPC |
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#44 | ||||||
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Moderator
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So, by the same token, Angel+5Bs would render feff warlords down to only 1.0 dmg? or close enough. Even though they do mostly cold.
Since no self respecting hunter would do this, I can see why this was missed, vs. the Kreltin example. So as long as we have massive amounts of armor in 1 category the mob dmgs, that'll help against the other dmgs? Assuming there's "left over protection" to compensate. |
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#45 | |||||||
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Marauder
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#46 | ||||||||
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Stalker
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Nicholas wizzszz Wolf Soc: Jurai Blood
Location: Germany
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Jimmy B., could you please post more examples, with more details about how the decay is distributed between plates and armor and how the % in damage types distribution affects the absorbed damage? |
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#47 | ||||||||
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Indioni Jones
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A minimum hit will be 27.5 damage of which 9 is Impact, 18.5 is Cold. So on a minimum hit Angel would protect 9 Impact, Plates would protect 9 Impact. 18 Protection so you take a 9.5 damage hit. So Feffoid Warlord hits you for 9.5-25.0 if you're in Angel+5B. Quote:
The % in damage types are a guide only. It varies a little with maturity. Anyway, basically when you get hit this happens: (i) The full hit is offered to your armor. Its absorbs as much as it can and decays accordingly. (ii) The full hit is also offered to your plates. Its absorbs as much as it can (regardless of how much the armor absorbed) and decays accordingly. (iii) The damage absorbed by the armor and the damage absorbed by the plates are subtracted from the total damage. Whatever is left is what you get hit for, if its negative (or less than 1) you get hit for 1.0. (see example in response to Xen above) Last edited by Jimmy B; 01-03-2008 at 20:59.. Reason: removed stupid stuff about Giraffes, Monkeys, Forests and Jungles.... |
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#48 | |||||||
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Prowler
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Why wouldn't they just make the armor/plate combo protect for what it says it will protect? A max hit on Angel/5B from Feff Warlord should be 37 in my head... perhaps I'm missing something. |
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#50 | ||||||||
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Indioni Jones
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It is a little weird and not what you'd expect I agree. It does mean you can get some more protection than you'd expect sometimes. It does also mean if you're careless you can get some more unnecessary decay than you'd expect sometimes. As to why it works like that I don't know. The problem I guess is that plates can't be seen as simply extensions of armor (since they have their own durabilities and hence decay differently). I guess if it worked in a different way there'd sometimes be a difficulty in deciding how to spread the damage between plates and armor (which would affect how much you decayed). But I dunno - I didn't make it like that ![]() Quote:
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