Armorsmith Archive
Thread: Armor Hit Locations...
Page 2 of 2
darthbock
Wed Aug 03, 2005 10:32 am
#14
CommanderFarley wrote:
Aedyl, I agree that the encumberance factor of the mini suit's a whole different issue now...
Hear me out on this (It may be half ramble more than cohesive thought)
1)player kinetic resist = (sum of all 9 pieces Kinetic resist/9)
2) player kinetic resist = (highest Kinetic resist of 9 pieces)
3) player kinetic resist = (lowest Kinetic resist of 9 pieces)
4) player kinetic resist = (Kinetic resist of armor piece actually hit this time)
*I refer to these as hypotheses*
I think we can all agree that each of these four scenarios are EXTREMELY different in their results. For example, using scenario 2, a player could wear a 8200 recon bracer and an 8200 assault bracer and have maximum protection.
When I started the discussion, I was under the impression that scenario 1 was the most likely, and still believe that to be the case sans testing....
SO back to my original point.... if the -average- resists come into play, the option to go say, energy layers with a few primus layers is possible to balance out the overall load.... SPECIFICALLY if each of the 9 armor pieces has a weighted balance in the equation... like the old
30 chest 25 hat 25 pants 5 gloves 5 boots 2/2/2/2 or whatever. If that's the case, then I'm sure we can figure out the "premium" balance.
If we discover that certain weapons/damage types/sources (PvP vs PvE) are more likely to hit certain armor pieces, again, we can vary the overall suits to compensate. (I'm thinking of the old 90% suits with stun helms kind of thing)
ok. I typed lots of stuff, and I don't know if it made much sense, but there it is!
I undertsand your reasoning, but I had the same resist % when i had either a matching suit or an opposing resist helm+8 matching pieces. This would negate:
- hypothesis 1 (since the sums,and therefore suit averages, of energy resists were not equal in any of my tests, yet only two resist percentageswere observed over the four conditions)
- hypothesis2 (low energy resist observed when a recon helmet was worn with an assault suit)
- hypothesis3 (high energy resist observed with assault helm on a recon suit)
This leaves us with eitherhypothesis 4 or some whacky bugged situation. We can test hypothesis 4 by tracking condition of each piece along with % resist per attack.
After those tests, we could start seeing what happens when pieces are excluded etc...
edited because engineers can't spell well
Message Edited by darthbock on 08-03-2005 10:33 AM
JediSpam
Wed Aug 03, 2005 7:03 pm
#15
Nice experiment.
Perhaps the Weaponsmith, GCW, BH or some of the other forums might have some additional info.
I don't have much time today to search, but maybe some of you might.
LeviticusD
Wed Aug 03, 2005 8:11 pm
#16
Nice job...that's good to know. I'm still interested in some PvP to see if shots such as "eyeshot" and "bodyshot" hit a specific area or are just damage multipliers that hit random places.
JediSpam
Wed Aug 03, 2005 9:50 pm
#17
LeviticusD wrote:
Nice job...that's good to know. I'm still interested in some PvP to see if shots such as "eyeshot" and "bodyshot" hit a specific area or are just damage multipliers that hit random places.
I personally think it the latter, but I've been on vacation for a month and am VERY rusty atm.
darthbock
Wed Aug 03, 2005 10:04 pm
#18
LeviticusD wrote:
Nice job...that's good to know. I'm still interested in some PvP to see if shots such as "eyeshot" and "bodyshot" hit a specific area or are just damage multipliers that hit random places.
Eyeshot did not change damage type when i swapped helms with differing resists in and out, so i would say that that particular attack is not head-specific anymore.
LeviticusD
Wed Aug 10, 2005 2:47 pm
#19
/bump
CommanderFarley wrote:
Test 1 -
Dinah vs. a Paralope!
I started with ZERO armor... and wore only one piece at a time, taking approximately 125 hits with each piece. Base damage was 70. Attacks mitigated by armor did 50 damage. (I made some cheapo armor for these tests)
Chest - 21%
Pants - 19%
Helmet - 20%
L Bracer - 11%
R Bracer - 10%
L Bicep - 9%
R Bicep - 11%
Test 2
For this one.. just to make sure there's nothing screwy in the code involving partial suits, I used 2 suits of armor with different stats. Damage wearing suit 1 was 50. Damage wearing suit 2 was 42. I started out wearing all of suit one, and substituting one piece at a time from suit 2. When I saw a "42" pop up, I knew the piece from suit 2 had been hit.
Chest - 20%
Pants - 21%
Helmet - 22%
L Bracer - 10%
R Bracer - 10%
L Bicep - 12%
R Bicep - 11%
RESULTS -
Ok, I'm ready to throw this hypothesis out... at least for PvE melee...
Chest - 20%
Pants - 20%
Helmet - 20%
L Bracer - 10%
R Bracer - 10%
L Bicep - 10%
R Bicep - 10%
It seems like a pretty good balance... and of course we can prove this with larger data samples. Test 2 DOES prove that each individual piece's resists come into play upon receiving damage.
I plan tomorrow on replicating these two tests using a pvp opponent. After that we'll test head/body/leghits and go from there.
Conclusions.... Armorsmith is still too damn easy.Any shmuck like me can drop 30 mil on resources, 10 mil on a 12-point suit, and compete with vets like Aedyl as soon as the cores get done cooking.
Page 2 of 2