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Armor Protection
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Tugor
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Joined: 18 Oct 2003
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Location: Yeah. . .right.

 Post Posted: Wed Jan 26, 2005 8:11 pm    Post subject: Armor Protection
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I know I've bitched about this before. Armor not seeming to protect at all in combat. Tshar wears heavy armor, with very good protection against blunt attacks and armor aura as well. Yet critters that use unarmed can give him a bleeder in one to two hits consistently. It just doesn't make sense. How does armor protection work? *sigh* Sorry for all this complaining lately.
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Tugor
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 Post Posted: Wed Jan 26, 2005 8:21 pm    Post subject:
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This is Tshar's armor. I had Naru appraisa it so I'm pretty sure it's accurate.


Code:
>app armor
A suit of blackened steel combat armor etched with glowing runes is classified as heavy armor.
You are certain it is of unbelievable quality and workmanship.
This armor provides great protection against blunt damage.
This armor provides fair protection against cold damage.
This armor provides poor protection against electrical damage.
This armor provides very good protection against erosion damage.
This armor provides good protection against heat and fire damage.
This armor provides spectacular protection against piercing damage.
This armor provides excellent protection against slashing damage.
This armor provides no protection against magics.
This armor provides no protection against psionics.
It appears this armor provides protection for the entire body.
Considering your current armor in addition to a suit of blackened steel combat armor etched with glowing runes you would be much better off completely avoiding this armor.
If you were using only a suit of blackened steel combat armor etched with glowing runes you would be much better off completely avoiding this armor.
You are confident that a suit of blackened steel combat armor etched with glowing runes is worth close to $84194.
Roundtime: 7 sec.


From the apraisal it looks like it would protect great, but it really doesn't.
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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Thu Jan 27, 2005 12:39 am    Post subject:
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Tshar:

When damage is calculated in combat, the armor's rating vs a particular damage type is applied directly to the damage you would take and a reduction is made as a percentage.

For example, let's say you would be about to receive 30 points of slashing damage and your armor gives you 32% reduction on slashing. This works out to 10 points of reduction (using rounded down math common to most aspects of HR) so you take 20 points of damage.

As I've said in other posts before, you can take 75 points of damage to an area before that area is toast on the 76 point. In the above case, 2.533 hits without armor would lead to destruction of that body area, whereas 3.8 hits would lead to the same with the armor.

As of the time of this writing, the most resistance a particular piece of armor gives to slashing is 37% (some exoshell armors have higher but are not released). This is part of the reasoning to lessen Armor Aura's effect, because it actually was capable of extending to beyond the best armor available since it reduced as high as 40%.

As of the time of this post, Armor Aura and resist enhancing items stack with armor to provide a combined effect.

I assume btw that you ensured your armor covered the areas struck.
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Tugor
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 Post Posted: Thu Jan 27, 2005 5:37 am    Post subject:
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Code:
It appears this armor provides protection for the entire body.


That's everywhere right? hands, arms, feet, legs, torso, neck, head?
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TheTrackerChick
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 Post Posted: Thu Jan 27, 2005 8:52 am    Post subject:
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Quote:
That's everywhere right? hands, arms, feet, legs, torso, neck, head?


Does head include eyes also?
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HR-Trevor
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 Post Posted: Thu Jan 27, 2005 11:06 am    Post subject:
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Yes, entire body would mean all locations.
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Tugor
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 Post Posted: Thu Jan 27, 2005 10:36 pm    Post subject:
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Thanks for the explanation.

My problem: I was trying to compare it to the only other MUD I've played: DR.

The armor system there, if you're wearing heavy plate armor then you can actually see and notice how well your armor is protecting you in most situtations. In HR it's infinitely more subtle and the previous post with the damage explanation helped me to understand.
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HR-Trevor
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 Post Posted: Thu Jan 27, 2005 10:37 pm    Post subject:
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I have to agree, the current implementation of armor is quite subtle in nature.
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SolitaryTurnip



Joined: 17 Jul 2003
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 Post Posted: Thu Jan 27, 2005 10:54 pm    Post subject:
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This is along the same subject, kinda, but how does the combat messaging work with regards to armor (magic and non) and resistances? When you get a "massive" hit, I'm assuming that that's referring to how many points of damage you did. Is that before/after some/all of the modifiers? Does it even work like this at all?

Thanks, just curious.
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HR-Trevor
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 Post Posted: Fri Jan 28, 2005 6:55 am    Post subject:
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That's before the target's protections are factored and applied to the damage to be done. On one hand this is not ideal because it inaccurately reflects your hits due to armor etc, but on the other hand, a lot of players tend to only see the bottom line of production via the terms and if they suddenly got weak hits, they tend to assume it's poor attacks rather than consider it could be due to armor.
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