Armorsmith Archive

Thread: GUIDE: How Armor Works

Xol11
Sun Oct 12, 2003 6:00 am
#1

Okay, although I know this guide will quickly be spammed off this board, I am starting it so that I can reference it in the future when people ask how armor works or when I am trying to explain it to them.


Let's get some of the terminology out of the way first.


AP = Armor Piercing; This is a value that weapons have. When you examine your weapon you will see a field labeled "Armor Piercing" which will be followed by one of the following: none, light, medium, heavy.When players talk about armor piercing they usually use a number instead of the word. AP:0= none, AP:1 = light, AP:2 = medium and AP:3= heavy.


AR = Armor Rating; This is a value that armor has. When you examine your armor you will see a field labeled "Armor Rating" which will be followed by one of the following: none, light, medium, heavy. As with AP, when players talk about AR they usually use a number instead of the word. AR:0 = none, AR:1 = light, AR:2 = medium, and AR:3 = heavy. All player armor is AR:1.


Damage Type. This is the type of damage being done. Most melee weapons do kinetic (also known as physical) damage and most guns do energy damage. There are a number of other damage types in the game however. blast (explosive damage, like grenades and rocket launchers), heat (flame thrower), electricity (lightning canon) and cold. (I may be missing a few, but it doesn't matter for this guide)


AP:0 vs AR:0
Now, let's start with the most basic form of combat. AP:0 vs AR:0. We'll use the example of Bob is attacking Joe. Bob is using his unarmed skill and not wielding any form of weapon (AP:0). Joe is only wearing clothing, and no armor (AR:0). When Bob attacks Joe he will get notified of how much damage he did in the combat window. Let's say 100 damage. Joe will also recieve notification of this in his combat window. And above Joe's head a number will float up displaying how much damage was done. In this example all three locations will display 100 as the amount of damage done and Joe will lose 100 points of HAM. This is a very simple and easy scenario.


AP:1 vs AR:1:
Again we have Bob and Joe. Bob has decided to attack this time with his new set of Vibro Knuckles (AP:1), and while Bob was out working hard to earn his Knuckles Joe managed to get his hands on some composite armor (AR:1) that has 40% resistance to all damage types. Bob attacks Joe and once again does 100 damage. In Bob's combat window he sees that he did 100 damage. In Joe's combat window he sees that Bob did 100 damage, however right after that it says that 40 damage was prevented by the armor! Both Bob and Joe see the number 60 float over Joe's head. So, we are seeing 3 different numbers here, let's go over what each one means. The number displayed in Bob's combat window is the amount of damage he did, this is before armor is taken into account. The first number in Joe's combat window will always be the same, it is the damage done before armor. The second number that Joe sees is how much damage his armor "absorbed". This damage is not taken away from Joe's health. However, armor can only take so much punishment and therefor the armor is damaged by 20% of this number. So in this case, the armor will take 8 (40*0.2) damage to it's durability. The number which appears over Joe's head is the actual amount of damage that is removed from his HAM pool. This is the number you want to look at to find out exactly how much damage you are doing to your opponent as it is always the final amount, after all modifiers are considered.


AP:1 vs AR:0
This is where things start to get tricky. Bob is now attacking Joe with his Vibro Knucklers (AP:1) and Joe, caught unaware has no armor equiped (AR:0). Bob hits Joe for his standard 100 damage hit. In Bob and Joe's chat window they both see that Bob did 100 damage. However, the number floating over Joe's head shows 125! Oh lucky day for Bob. This is because Bob's AP is higher than Joe's AR. When you have a higher AP than your target's AR you do 125% the amount of the actual attack. So in this case, 100*1.25 = 125.


AP:0 vs AR:1
This time Bob forgot his Vibro Knucklesat home (AP:0) and Joe remembered to get dressed this morning (AR:1+40%). Bob hits Joe for a whopping 100 damage! Bob and Joe's combat windows both say that Bob hit for 100 damage. However, Joe's window also says something else. It claims that his composite armor prevented 70 damage! Oh lucky day for Joe. Above Joe's head floats the number 30. Now, at first glance this doesn't work out right. Bob's armor just absorbed 70% of the damage done to him, even though it is only +40% to kinetic (the damage type Bob is attacking with). This is because Bob is attacking with an AP level lower than Joe's AR. What happens is this that Joe's armor absorbs 50% of the damage just because it has a higher AR than Bob has AP. Then, after that calculation is made, Joe's armor absorbs another 40% of what is left because of it's resistance to kinetic damage. So 100(initial damage) * 0.5(AR is higher than AP) = 50 damage prevented by the armor and the other 50 goes on to the next step. Of the remaining 50 damage (which hasn't gotten to Joe yet), 40% of it is absorbed by the armor. So 50 * 0.4 = 20. So the armor takes another 20 points of damage and Joe finally get's hit for a measley 30 points of damage. The armor has now prevented 70 damage but due to the stress of the punch the armor's durability goes down 14 points (70 * 0.2).


AP:2 vs AR:0
Time to bring out the big guns. Bob, realizing that he was doing so little damage to Joe has decided to become a pikeman. He picks up a master made Long Vibro Axe which is reported to do an awesome 100 damage per hit! Bob catches Joe napping with his armor off (AR:0) and decides to try out his new weapon (AP:2). Bob, having the advantage of surprise, hits Joe in the back for 100 damage! In Bob and Joe's combat window we see the same 100 damage we always see. However, over Joe's head the number 156 is displayed. Joe dies. Why did Bob do so much damage with a normal 100 damage hit you ask? Well the answer is because Bob's AP is two full levels above Joe's AR. If you remember before in AP:1 vs AR:0 we saw that the damage was multiplied by 125% due to AP being higher than AR. The same thing is happening here except that since the AP is two levels higher the calculation is done twice. So Bob's 100 damage attack is multiplied by 1.25 giving 125. Then that is multiplied by another 125% giving you a grand total of 156.25. The number is then rounded up or down depending on the phase of the moon.


AP:2 vs AR:1
Payback. Bob is having a blast, he just got his first kill in PvP against Joe and is in the Cantina drinking the night away. Joe, fresh out of the cloning center grabs his armor and rushes out to meet Bob in mortal combat (AR:1+40%). Bob is in the middle of showing off his Long Vibro Axe (AP:2) when Joe bursts in the door and rushes him. Bob being as fast as he is still manages to get the jump on Joe and hits him for 100 damage. Joe figures no problem though, he has his trusty armor on and it should absorb 70% of the damage leaving him sitting pretty. Joe is wrong. Although the numbers in the combat window still show 100, the magical floating number is displaying 125! Oh not-so-lucky day for Joe. But what happened to Joe's armor? Well, because Bob is using a weapon with an AP higher than Joe's AR, his weapon pierces right through it and does full damage. And because Bob's weapon is a level higher than Joe's armor he gets an extra 25% damage increase. So the 100 damage hit actually deals 125 damage (100*1.25) to Joe. Due to the fact that Joe forgot to clone origionaly, he now has some wounds to his stats so he dies again.


AP:0 vs AR:3
The rebel nerf bat strikes out. Joe is now very annoyed with his inability to do anything about Bob's new form of attack. So he runs out and gets himself a quick 12,250 imperial faction points points to rank up and buy an AT-ST for himself (AR:3+75%). He then immediately rushes back to the cantina and finds that Bob has let a dancer use his Long Vibro Axe as a pole to dance around leaving Bob with his fists again. Bob, being in the drunken stupor that he is, attacks the AT-ST without reguard for his wellbeing or the wellbeing of his Long Vibro Axe. Bob immediately strikes a critical blow on the AT-ST for 100 damage (as both Joe and Bob can see in their combat windows). However, above the AT-ST's head a little 3 floats away. Bob, suddenly coming out of his drunken state, contemplates what has happened. The AT-ST has an AR three levels higher than Bob's weapon. So before anything else happens he is hit with the 50% penalty 3 times. The 100 damage is reduced to 12.5 damage (100*0.5*0.5*0.5). Then, on top of all that, the AT-ST's resistance kicks in for another 75% reduction leaving bob with a measly 3.125 damage (12.5*0.25). Unfortunately Joe only trained the AT-ST to sit and stay. While he is busy training his oversized pet to attack Bob beats Joe into the ground.


AP:2 vs AR:3+Vulnerability
The trolls cry for a nerf. Bob, now worried for his life, runs out and buys himself a nice Power Hammer (AP:2 Blast damage) as well as trains up to novice swordsman. In the meantime Joe runs around slaughtering the innocent with his war machine (AR:3+Vulnerability to Blast), but due to the overpowering voice of the infamous board troll, he is unable to heal his AT-ST and it eventually is reduced to 100 health. But that's okay. He will save his AT-ST for the final battle Bob. There is no fear of losing his AT-ST for Bob can only do 3 damage at a time to the mighty machine. To make a long story short, Bob attacks Joes AT-ST with his Power Hammer for 100 damage (as displayed in the combat windows). But the number over Bob's AT-ST pops up as 156! What happened?! A measly AP:2 weapon can not pierce the invincible armor of the AT-ST! Actually, it can. This is because the Power Hammer does Blast type damage and AT-STs are vulnerable to Blast damage. What this means is that the AT-ST effectively has AR:0 when being attacked by blasts. So the 100 damage is increased by 1.25 twice because the AP is effectively two levels higher than the AR. 100*1.25*1.25 = 156.25. Joe cries.


AP:2 vs AR:1+70% Special Protection
Joe's revenge. After weeks of mourning Joe decides that he is done with beating Bob. He has found peace in his life and takes up the carebear ways of entertainers and artisans. After shopping around for many minutes he sees a beautifull set of Ubeses armor. It is a stunning gold color and makes him look dead sexy. So, using the money he bought off eBay from a duper during his period of mourning he buys a full set of the armor (AR:1 Special Protection vs Kinetic: +70%). Enter Bob stage left. At the sight of Bob, once again wielding his Long Vibro Axe, Joe is sent into a frenzy, forgetting all past oathes he rushes at Bob in a final assault against his arch enemy. Too bad he gave took attack off his hotbar and replaced it with an emote, because Bob get's the first shot in and hit's Joe for a surprising 100 damage. Joe feeling that the battle is over already, is quite surprised. Bob's combat window shows100 damage, but the number floating over Joe's head is is only 30 and Joe's combat window shows that his Ubeses armor just absorbed 70 points of damage! Joe is extatic, and he has a sudden revalation about how armor works. Because Joe's armor has a special protection against kinetic attacks, and Bob's attack is kinetic, Joe's armor acts as though it were AP:2 in determining the amount of damage done by this weapon. So Bob's AP:3 attack, which would normally go through any player armor, is being stopped by Joe's AR:1 armor because it has a special protection against kinetic. 100*0.7 = 70 damage prevented by the armor and 30 damage dealtto Joe. Unfortunately for Joe, due to all his deaths and never cloning he is down to 1000 battle fatigue and solid black HAM bars. So he dies.

Rolassk
Sun Oct 12, 2003 6:28 am
#2

Excellent, this is the clearest armor guide I have read. I learned something new today with the AP2 vs AR1 +70%SP


Because Joe's armor has a special protection against kinetic attacks, and Bob's attack is kinetic, Joe's armor acts as though it were AP:2 in determining the amount of damage done by this weapon.


Though you should have made their names Jay(not Joe) and Bob


j/k




GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Xol11
Sun Oct 12, 2003 6:29 am
#3

Ahh, yeah. Didn't think about that. Joe and Bob were just the first names that came to mind.
Rolassk
Sun Oct 12, 2003 6:30 am
#4

Excellent, this is the clearest armor guide I have read. I learned something new today with the AP2 vs AR1 +70%SP


Because Joe's armor has a special protection against kinetic attacks, and Bob's attack is kinetic, Joe's armor acts as though it were AP:2 in determining the amount of damage done by this weapon.


Though you should have made their names Jay(not Joe) and Bob


j/k




GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Rolassk
Sun Oct 12, 2003 6:31 am
#5

hmmpph! Stupid boards



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Korbyn
Sun Oct 12, 2003 7:39 am
#6

Very well written Xol. I would love to see this post stickied in the Armorsmithing section.




~Torbyn Impalla
Master Armorsmith, Master Artisan, Gunfighter
Obsidian Alliance, Obsidia, Tattooine (Starsider)
Lorien-swg
Sun Oct 12, 2003 7:41 am
#7

Great guide, well written, easy to read and funny as well - 5 stars



--
Ojoi Teki
Tempest
Ranger
Rifleman
drsparnum7
Sun Oct 12, 2003 9:03 am
#8

The Devs should catalog great guides like this in a completely seperate forum.
Dazani
Sun Oct 12, 2003 9:33 am
#9

Xol,


Excellent guide my friend! Very well written. Even noobs would understand this guide.


Also, you've got PM. Please read and reply when you get a chance.





Dazzani - Bloodfin - Bounty Hunter Extraordinaire
SWBarker12
Sun Oct 12, 2003 10:46 am
#10

This is a post I found on the Game Guides Forum, it's perfect, it was written by Xol11. Thanks!


Okay, although I know this guide will quickly be spammed off this board, I am starting it so that I can reference it in the future when people ask how armor works or when I am trying to explain it to them.


Let's get some of the terminology out of the way first.


AP = Armor Piercing; This is a value that weapons have. When you examine your weapon you will see a field labeled "Armor Piercing" which will be followed by one of the following: none, light, medium, heavy.When players talk about armor piercing they usually use a number instead of the word. AP:0= none, AP:1 = light, AP:2 = medium and AP:3= heavy.


AR = Armor Rating; This is a value that armor has. When you examine your armor you will see a field labeled "Armor Rating" which will be followed by one of the following: none, light, medium, heavy. As with AP, when players talk about AR they usually use a number instead of the word. AR:0 = none, AR:1 = light, AR:2 = medium, and AR:3 = heavy. All player armor is AR:1.


Damage Type. This is the type of damage being done. Most melee weapons do kinetic (also known as physical) damage and most guns do energy damage. There are a number of other damage types in the game however. blast (explosive damage, like grenades and rocket launchers), heat (flame thrower), electricity (lightning canon) and cold. (I may be missing a few, but it doesn't matter for this guide)


AP:0 vs AR:0
Now, let's start with the most basic form of combat. AP:0 vs AR:0. We'll use the example of Bob is attacking Joe. Bob is using his unarmed skill and not wielding any form of weapon (AP:0). Joe is only wearing clothing, and no armor (AR:0). When Bob attacks Joe he will get notified of how much damage he did in the combat window. Let's say 100 damage. Joe will also recieve notification of this in his combat window. And above Joe's head a number will float up displaying how much damage was done. In this example all three locations will display 100 as the amount of damage done and Joe will lose 100 points of HAM. This is a very simple and easy scenario.


AP:1 vs AR:1:
Again we have Bob and Joe. Bob has decided to attack this time with his new set of Vibro Knuckles (AP:1), and while Bob was out working hard to earn his Knuckles Joe managed to get his hands on some composite armor (AR:1) that has 40% resistance to all damage types. Bob attacks Joe and once again does 100 damage. In Bob's combat window he sees that he did 100 damage. In Joe's combat window he sees that Bob did 100 damage, however right after that it says that 40 damage was prevented by the armor! Both Bob and Joe see the number 60 float over Joe's head. So, we are seeing 3 different numbers here, let's go over what each one means. The number displayed in Bob's combat window is the amount of damage he did, this is before armor is taken into account. The first number in Joe's combat window will always be the same, it is the damage done before armor. The second number that Joe sees is how much damage his armor "absorbed". This damage is not taken away from Joe's health. However, armor can only take so much punishment and therefor the armor is damaged by 20% of this number. So in this case, the armor will take 8 (40*0.2) damage to it's durability. The number which appears over Joe's head is the actual amount of damage that is removed from his HAM pool. This is the number you want to look at to find out exactly how much damage you are doing to your opponent as it is always the final amount, after all modifiers are considered.


AP:1 vs AR:0
This is where things start to get tricky. Bob is now attacking Joe with his Vibro Knucklers (AP:1) and Joe, caught unaware has no armor equiped (AR:0). Bob hits Joe for his standard 100 damage hit. In Bob and Joe's chat window they both see that Bob did 100 damage. However, the number floating over Joe's head shows 125! Oh lucky day for Bob. This is because Bob's AP is higher than Joe's AR. When you have a higher AP than your target's AR you do 125% the amount of the actual attack. So in this case, 100*1.25 = 125.


AP:0 vs AR:1
This time Bob forgot his Vibro Knucklesat home (AP:0) and Joe remembered to get dressed this morning (AR:1+40%). Bob hits Joe for a whopping 100 damage! Bob and Joe's combat windows both say that Bob hit for 100 damage. However, Joe's window also says something else. It claims that his composite armor prevented 70 damage! Oh lucky day for Joe. Above Joe's head floats the number 30. Now, at first glance this doesn't work out right. Bob's armor just absorbed 70% of the damage done to him, even though it is only +40% to kinetic (the damage type Bob is attacking with). This is because Bob is attacking with an AP level lower than Joe's AR. What happens is this that Joe's armor absorbs 50% of the damage just because it has a higher AR than Bob has AP. Then, after that calculation is made, Joe's armor absorbs another 40% of what is left because of it's resistance to kinetic damage. So 100(initial damage) * 0.5(AR is higher than AP) = 50 damage prevented by the armor and the other 50 goes on to the next step. Of the remaining 50 damage (which hasn't gotten to Joe yet), 40% of it is absorbed by the armor. So 50 * 0.4 = 20. So the armor takes another 20 points of damage and Joe finally get's hit for a measley 30 points of damage. The armor has now prevented 70 damage but due to the stress of the punch the armor's durability goes down 14 points (70 * 0.2).


AP:2 vs AR:0
Time to bring out the big guns. Bob, realizing that he was doing so little damage to Joe has decided to become a pikeman. He picks up a master made Long Vibro Axe which is reported to do an awesome 100 damage per hit! Bob catches Joe napping with his armor off (AR:0) and decides to try out his new weapon (AP:2). Bob, having the advantage of surprise, hits Joe in the back for 100 damage! In Bob and Joe's combat window we see the same 100 damage we always see. However, over Joe's head the number 156 is displayed. Joe dies. Why did Bob do so much damage with a normal 100 damage hit you ask? Well the answer is because Bob's AP is two full levels above Joe's AR. If you remember before in AP:1 vs AR:0 we saw that the damage was multiplied by 125% due to AP being higher than AR. The same thing is happening here except that since the AP is two levels higher the calculation is done twice. So Bob's 100 damage attack is multiplied by 1.25 giving 125. Then that is multiplied by another 125% giving you a grand total of 156.25. The number is then rounded up or down depending on the phase of the moon.


AP:2 vs AR:1
Payback. Bob is having a blast, he just got his first kill in PvP against Joe and is in the Cantina drinking the night away. Joe, fresh out of the cloning center grabs his armor and rushes out to meet Bob in mortal combat (AR:1+40%). Bob is in the middle of showing off his Long Vibro Axe (AP:2) when Joe bursts in the door and rushes him. Bob being as fast as he is still manages to get the jump on Joe and hits him for 100 damage. Joe figures no problem though, he has his trusty armor on and it should absorb 70% of the damage leaving him sitting pretty. Joe is wrong. Although the numbers in the combat window still show 100, the magical floating number is displaying 125! Oh not-so-lucky day for Joe. But what happened to Joe's armor? Well, because Bob is using a weapon with an AP higher than Joe's AR, his weapon pierces right through it and does full damage. And because Bob's weapon is a level higher than Joe's armor he gets an extra 25% damage increase. So the 100 damage hit actually deals 125 damage (100*1.25) to Joe. Due to the fact that Joe forgot to clone origionaly, he now has some wounds to his stats so he dies again.


AP:0 vs AR:3
The rebel nerf bat strikes out. Joe is now very annoyed with his inability to do anything about Bob's new form of attack. So he runs out and gets himself a quick 12,250 imperial faction points points to rank up and buy an AT-ST for himself (AR:3+75%). He then immediately rushes back to the cantina and finds that Bob has let a dancer use his Long Vibro Axe as a pole to dance around leaving Bob with his fists again. Bob, being in the drunken stupor that he is, attacks the AT-ST without reguard for his wellbeing or the wellbeing of his Long Vibro Axe. Bob immediately strikes a critical blow on the AT-ST for 100 damage (as both Joe and Bob can see in their combat windows). However, above the AT-ST's head a little 3 floats away. Bob, suddenly coming out of his drunken state, contemplates what has happened. The AT-ST has an AR three levels higher than Bob's weapon. So before anything else happens he is hit with the 50% penalty 3 times. The 100 damage is reduced to 12.5 damage (100*0.5*0.5*0.5). Then, on top of all that, the AT-ST's resistance kicks in for another 75% reduction leaving bob with a measly 3.125 damage (12.5*0.25). Unfortunately Joe only trained the AT-ST to sit and stay. While he is busy training his oversized pet to attack Bob beats Joe into the ground.


AP:2 vs AR:3+Vulnerability
The trolls cry for a nerf. Bob, now worried for his life, runs out and buys himself a nice Power Hammer (AP:2 Blast damage) as well as trains up to novice swordsman. In the meantime Joe runs around slaughtering the innocent with his war machine (AR:3+Vulnerability to Blast), but due to the overpowering voice of the infamous board troll, he is unable to heal his AT-ST and it eventually is reduced to 100 health. But that's okay. He will save his AT-ST for the final battle Bob. There is no fear of losing his AT-ST for Bob can only do 3 damage at a time to the mighty machine. To make a long story short, Bob attacks Joes AT-ST with his Power Hammer for 100 damage (as displayed in the combat windows). But the number over Bob's AT-ST pops up as 156! What happened?! A measly AP:2 weapon can not pierce the invincible armor of the AT-ST! Actually, it can. This is because the Power Hammer does Blast type damage and AT-STs are vulnerable to Blast damage. What this means is that the AT-ST effectively has AR:0 when being attacked by blasts. So the 100 damage is increased by 1.25 twice because the AP is effectively two levels higher than the AR. 100*1.25*1.25 = 156.25. Joe cries.


AP:2 vs AR:1+70% Special Protection
Joe's revenge. After weeks of mourning Joe decides that he is done with beating Bob. He has found peace in his life and takes up the carebear ways of entertainers and artisans. After shopping around for many minutes he sees a beautifull set of Ubeses armor. It is a stunning gold color and makes him look dead sexy. So, using the money he bought off eBay from a duper during his period of mourning he buys a full set of the armor (AR:1 Special Protection vs Kinetic: +70%). Enter Bob stage left. At the sight of Bob, once again wielding his Long Vibro Axe, Joe is sent into a frenzy, forgetting all past oathes he rushes at Bob in a final assault against his arch enemy. Too bad he gave took attack off his hotbar and replaced it with an emote, because Bob get's the first shot in and hit's Joe for a surprising 100 damage. Joe feeling that the battle is over already, is quite surprised. Bob's combat window shows100 damage, but the number floating over Joe's head is is only 30 and Joe's combat window shows that his Ubeses armor just absorbed 70 points of damage! Joe is extatic, and he has a sudden revalation about how armor works. Because Joe's armor has a special protection against kinetic attacks, and Bob's attack is kinetic, Joe's armor acts as though it were AP:2 in determining the amount of damage done by this weapon. So Bob's AP:3 attack, which would normally go through any player armor, is being stopped by Joe's AR:1 armor because it has a special protection against kinetic. 100*0.7 = 70 damage prevented by the armor and 30 damage dealtto Joe. Unfortunately for Joe, due to all his deaths and never cloning he is down to 1000 battle fatigue and solid black HAM bars. So he dies.





Nerf Jedi

Player Character Jedi=The Downfall of SWG

**Edited by Jeassa on 06-22-04**

Elzaa
Sun Oct 12, 2003 10:55 am
#11

This is where things start to get tricky. Bob is now attacking Joe with his Vibro Knucklers (AP:1) and Joe, caught unaware has no armor equiped (AR:0). Bob hits Joe for his standard 100 damage hit. In Bob and Joe's chat window they both see that Bob did 100 damage. However, the number floating over Joe's head shows 125! Oh lucky day for Bob. This is because Bob's AP is higher than Joe's AR. When you have a higher AP than your target's AR you do 125% the amount of the actual attack. So in this case, 100*1.25 = 125.
-------------------------------------------------

I'm not too sure about this... i have never gotten a bonus to my damage from my AP1 DX2 gun



Elza (Bloodfin)
FSCS slot opened December 3rd


CleverClothe
Sun Oct 12, 2003 11:31 am
#12

Very nice and simple guide. However, there are some corrections that need to be made.







Xol11 wrote:

[...]


AP:1 vs AR:1:
[...]


This damage is not taken away from Joe's health. However, armor can only take so much punishment and therefor the armor is damaged by 20% of this number. So in this case, the armor will take 8 (40*0.2) damage to it's durability.


[...]


AP:0 vs AR:1
[...]


The armor has now prevented 70 damage but due to the stress of the punch the armor's durability goes down 14 points (70 * 0.2).


[...]


AP:2 vs AR:1
[...]


Although the numbers in the combat window still show 100, the magical floating number is displaying 125! Oh not-so-lucky day for Joe. But what happened to Joe's armor? Well, because Bob is using a weapon with an AP higher than Joe's AR, his weapon pierces right through it and does full damage.


[...]


AP:2 vs AR:1+70% Special Protection
[...]


Joe's revenge. After weeks of mourning Joe decides that he is done with beating Bob. He has found peace in his life and takes up the carebear ways of entertainers and artisans. After shopping around for many minutes he sees a beautifull set of Ubeses armor. It is a stunning gold color and makes him look dead sexy. So, using the money he bought off eBay from a duper during his period of mourning he buys a full set of the armor (AR:1 Special Protection vs Kinetic: +70%). Enter Bob stage left. At the sight of Bob, once again wielding his Long Vibro Axe, Joe is sent into a frenzy, forgetting all past oathes he rushes at Bob in a final assault against his arch enemy. Too bad he gave took attack off his hotbar and replaced it with an emote, because Bob get's the first shot in and hit's Joe for a surprising 100 damage. Joe feeling that the battle is over already, is quite surprised. Bob's combat window shows100 damage, but the number floating over Joe's head is is only 30 and Joe's combat window shows that his Ubeses armor just absorbed 70 points of damage! Joe is extatic, and he has a sudden revalation about how armor works. Because Joe's armor has a special protection against kinetic attacks, and Bob's attack is kinetic, Joe's armor acts as though it were AP:2 in determining the amount of damage done by this weapon. So Bob's AP:3 attack, which would normally go through any player armor, is being stopped by Joe's AR:1 armor because it has a special protection against kinetic.


[...]



First one, armor degrades based on the damage it DOES NOT absorb. This means that better armor (higher resists) degrades slower than poorer quality armor. Thus it will lose 12 off of its condition (80 * 0.2).

Second one, same reason as above.


Third one, resists and special protection ALWAYS apply. Though the attack gets a +25% bonus, you must apply the rests after that. So 125 - 40% = 75.


Fourth one, AR is completely seperate from resists. There is no "acting" like AR2. Special protection has no effect on AR. The attack would get a 25% bonus. Then that would be reduced by 70%. 100 * 1.25 * 0.3 (70% smaller) = 37.5 damage.




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CleverClothe
Sun Oct 12, 2003 11:34 am
#13

Elzaa, thats because the DX2 is bugged ATM.


Oh... and I posted some corrections for this guide in the other thread: http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=70506


Other than that its a good guide.




00011001110010000000010000101101110100100110000101 Atock
00101110010001101011000000101001100100011010111011 Master Armorsmith (RETIRED) - TKM - Rifle - Noob
10100111111101001111001011000100000100011110101011 Atock Armor - Mos Oasis, Tatooine (5252, 4051)
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