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How Armor Works

Armor: Discussion of all armors and platings available in Entropia Universe.

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Old 01-03-2008, 16:55   #41
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Quote:
Originally Posted by jdegre View Post
the plates would absorb 10 impact; remember that full dmg is presented to both armor AND plates.
it is counter-intuitive, i agree.
Ah, yes, all the damage, twice... sorry, lack of sleep...
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Old 01-03-2008, 16:56   #42
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Great Post finally i understood how the new decly works
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Old 01-03-2008, 17:49   #43
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Quote:
Originally Posted by Xen View Post
So if some imaginary mob does 30 impact and 12 acid to someone wearing angel + 5b, the angel will first absorb all the impact, and then the impact protection of the 5b's will absorb all the acid damage.
I think from your next response jdegre and Witte have covered the query.

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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Old 01-03-2008, 18:34   #44
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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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Old 01-03-2008, 18:42   #45
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Quote:
Originally Posted by JohnCapital View Post
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.
Its not about how much damage you can protect, its about how much you can absorb. An angel armor can only absorb 35% of a fef warlord. The plate maybe 20%? so in total you wil just absorb ~55% at most
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Old 01-03-2008, 20:05   #46
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Quote:
Originally Posted by Jimmy B View Post
The full damage is offered to both the plates and the armor. So the armor absorbs 10 Impact from the attack. The plates also absorb 10 Impact from the attack. These are added together and the result is that you have absorbed 20 damage from the attack. Thus, even though you have no acid protection, you take a 1.0 Hit.
Quote:
Originally Posted by Witte View Post
Its not about how much damage you can protect, its about how much you can absorb. An angel armor can only absorb 35% of a fef warlord. The plate maybe 20%? so in total you wil just absorb ~55% at most
Maybe i am still suffering from the non-stop shooting in merry mayhem, but this sounds contradictory to me...

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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Old 01-03-2008, 20:12   #47
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Quote:
Originally Posted by JohnCapital View Post
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.
Feffoid Warlord does a maximum of 55 damage of which 18 is Impact, 37 is Cold. So on a maximum hit, Angel would protect 18 Impact, 5B would protect 12 Impact. 30 protection so you take a 25.0 hit.

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:
Originally Posted by wizzszz View Post
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?
% in damage types is not the correct way to look at it. Every mob does a specific amount of maximum damage. Just like one of your weapon's may do say 50 Burn, 5 Impact, a mob does damage in much the same way (see example above).

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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Old 01-03-2008, 20:30   #48
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Quote:
Originally Posted by Jimmy B View Post
Feffoid Warlord does a maximum of 55 damage of which 18 is Impact, 37 is Cold. So on a maximum hit, Angel would protect 18 Impact, 5B would protect 12 Impact. 30 protection so you take a 25.0 hit.

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.
WTF... is that really how it works? How long has it worked like that? That has got to be one of the most most cock-eyed and senseless things I've seen in this game.

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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Old 01-03-2008, 20:33   #49
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Thanks mate. that's what I get for thinking of an example without double checking the numbers before posting.

However, that example worked great at showing how the full protection works on both ends of the scale. Thanks much.
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Old 01-03-2008, 20:48   #50
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Quote:
Originally Posted by CareBear View Post
WTF... is that really how it works? How long has it worked like that? That has got to be one of the most most cock-eyed and senseless things I've seen in this game.

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.
Yes, its really how it works. Its worked like that forever as far as I know.

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:
Originally Posted by JohnCapital View Post
Thanks mate. that's what I get for thinking of an example without double checking the numbers before posting.

However, that example worked great at showing how the full protection works on both ends of the scale. Thanks much.
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