Armorsmith Archive
Thread: Special Protection VS. Effectiveness
might just be a value tag, like effective up to 50% or something?
i really dont know, woiuld like to know as well
There is no perceived difference at this stage. The Special Protection attribute was related to armor crafting, but seems to be carried over to creatures.
Rumours exist that it might have something to do with critical hit liklihood/penetration.
Special protections are just effectivenesses with different numbers (as far as fighting goes). You will notice that all effectivenesses are the same number, and that special protections are always different than the effectiveness number. As someone mentioned, it does make a difference in armor making though.
This is my understanding & I hope it helps you.
Effectiveness are the base type of resistances & they are allways the same stats. Special Protections are usually higher (but sometimes lower) then the base effectiveness of the creature. Meaning that vesus that type of damage, they can be better or worse but the armour rating of the creature will always be taken into account versus that type of damage & the effectiveness damages. So an AR1 pet with 50% special protection versus Heat, will take 50% off heat, then another 25% for the armour for a total of 62.5% protection. I think those are the numbers but someone can correct me. Also, to finish this off, if they are vulnerable to, say, cold, that means that any cold damage will do full damage & by-pass any armour the pet has.
I did a few searches and can't seem to find any usefull info on the topic. This would seem somewhat important to anyone who uses armor or is a CH. I would like toknow the difference between special protection and effectiveness, if there is one. Also still not sure about armor rating reduction, as I'm assuming a Light armor rating(AR1) would take off 50% of any type of dmg, but not sure of the medium or heavy dmg reduction. Anyone info would be greatly appreciated.
Thx Shibi
Armor is fairly complicated, and I won't have time to address everything, but I'll hit your major questions.
Special Protection is considered 1 AR higher than your Effectiveness. Since Personal Armors are Light Armor (AR1), their Effectiveness is considered AR1 against all attack other than those they are vulnerable to. Their Special Protections are Considered AR2 though.
The 50% reduction is off the top before the Resist % is included into the equation, and it is based on the AP of the weapon vs. the AR of the Armor. If the Weapon is AP0 (non-Armor Piercing), and it hits Light Armor for 100 points of damage, the damage is immediately cut in half, and then the resistance is applied. This accumulates for each level of difference. So a Brawler punching (Kinetic, AP0) someone wearing Adv Ubese armor (Special Protection Kinetic, 40%) for 100 damage would do 100 x 0.5 (for AR1) = 50 x 0.5 (for AR2) = 25 x 0.4 (for Kinetic 40%) = 10 damage.
Hope that answers your question. ![]()
There is an excellent guide off the main Star Wars Galaxies page under Advanced Guides.
I believe there is an error in the guide though. I seem to recall a post by the developers on the definition of Special Protection.
Effectivness is the basic protection provided by the armor. Special Protection is extra protection. The Advanced Guide says that Special Protection superseeds the Effectiveness. So if you have an effectiveness of 25% Kinetic and a Special Protection of 35% Kinetic then the armor provides 35% damage reduction against Kinetic damage.
I seem to recall that the Special Protection is added to Effectiveness giving 60% Kinetic protection but cannot remember where I saw that.
~{ 8(o) doh!
You're right, of course. I meant to say 25 x 0.6 = 15 points of damage. =)
Also, the amount of damage the armor blocks is the amount of damage the armor takes to its condition.
As for the Armor Guide posted by the Devs, it's misleading, and they promised us armorsmiths they woul remove it. You won't find Kinetic is both Effectiveness and Special Protection as of the last big patch. What happens is that placing a layer in an armor segment causes that particular resistance to be moved from Effectiveness to Special Protection, making it AR2. This number can be further increased by experimentation on Effectiveness, since the base damage for the resist is still based on Effectiveness.
If you place a layer in an armor segment for a damage type to which it is normally vulnerable, the armor is granted AR2 (Special Protection) against that damage type for a fixed % amount. That % can not be increased through experimentation.
For example, say you are crafting a Composite Armor Chest Plate with 2 Stun Layers and 1 Energy Layer. Composite is normally vulnerable to Stun, but the Layers give it Special Protection against it. Your initial combine results in 20% Stun Resistance and 30% Energy Resistance. While you can increase the Energy Resistance by placing Exp Points in Experimental Effectiveness, you can not increase the Stun Resistance. Both, however, are considered Special Protections, meaning both are AR2.