Armorsmith Archive
Thread: Armor Hit Locations...
Leggings wear out the quickest, followed by helmets, and then chest plates. Biceps last the longest. We assume then that the majority of hits are to the leg and head.
CommanderFarley wrote:
Ok, so I really want to do some experimentation here. crafting elite armor is... well, it's too damn easy now with sufficient resources.... So I've been thinking of mixing & matching different pieces, ie, primus chest, energy bracers, etc.,..
I'm wondering if we have any data on the hit locations post CU. I know that back in teh day, boots, hat, chest, and gloves were the only things hit in PvP.
I'd LOVE to figure out a combo for ultimate effectiveness, but it's all quite nebulous in my head at the moment. I'm hoping a little bit of information might enlighten me
I did work with the followiing results - it was centered on finding out how much wearing a mando helm would gimp the customer's energy resist.
I crafted two suits, one unlayered recon and one unlayered assault. We then tested four situations - full recon, full assault, recon helm+ assault suit, assault helm + recon suit. We used only eyeshots (assumed it still hit the head only) with an energy carbine for the test. We fired at least 5 shots in each of the four cases. We found that the resists matched that of the bulk suit in all cases, even when the helm was switched. IE, assult helm + recon suit and full recon suit gave high energy resist, where recon helm + assault suit and full assault suit both gave low energy resist.
There is a start for you at least ![]()
Since the helmet was the area of interest for the customer, we did not continue the tests to what see effect switching out other parts would have.
JediSpam wrote:
I don't remember the exact numbers, but there was a post about a week or two after the CU went live.
The ratio being reported were something like 25% head, 25% legs, 50% body, and body was broken up into 50% chest and the 12.5% each on the bracers/biceps.
It could have been 33% head/leg/body, but I'm not too sure...
PLEASE DON'T QUOTE ME ON THIS.
I'm just going by memory here.
Perhaps someone has a link to the post...
Also,some poeple have been reporting the "new" mini-suit combo, but as far as I know, they were all proved wrong.
We're gonna quote you then we're gonna sue you when it doesn't turn out to be as you said ![]()
Serious note though, I recall reading another post where someone said there may be issues with mixed armor, as I recall the post itself was vague and i'd have to scour to find it, not even sure where I read it, but I do recall the thread was about creative armor mixes to come up with a new look... I would like to try mixed armor (solely for aesthetics lol, though prudently resists would be wise) but I would like to know if there is a problem at the time in mixing armor type as this post vaguely indicated.
darthbock wrote:
I did work with the followiing results - it was centered on finding out how much wearing a mando helm would gimp the customer's energy resist.
I crafted two suits, one unlayered recon and one unlayered assault. We then tested four situations - full recon, full assault, recon helm+ assault suit, assault helm + recon suit. We used only eyeshots (assumed it still hit the head only) with an energy carbine for the test. We fired at least 5 shots in each of the four cases. We found that the resists matched that of the bulk suit in all cases, even when the helm was switched. IE, assult helm + recon suit and full recon suit gave high energy resist, where recon helm + assault suit and full assault suit both gave low energy resist.
There is a start for you at least
Since the helmet was the area of interest for the customer, we did not continue the tests to what see effect switching out other parts would have.
I'm not convinced this is the case anymore. I think I might have been the one who posted the "vague" post a while back...tried a couple times, but there were so many assumptions made and different results from tests done different ways that I don't think we ever came up with a straight answer.
From what I gathered out of all this though, this is my opinion. Eyeshot, headshot, bodyshot, etc. don't necessarily hit the specified location anymore. Back in the day, those shots were done in an attempt to raise the chance of doing a certain type of damage (action, mind, or health). With the one bar, I think the only thing left with those shots are the modifiers. I don't think you can control where it hits.
How the shot is mitigated, I'm still going to assume that it depends on theindividual piece that the shot was "assigned" to hit. Though other posters thought it an average of the resists of all the armor was taken and then the damage applied to the one area (so a shot that hits a recon helm and then next hits the assault leggings will still cause the same damage). Some others thought it defaulted armor to the lowest resist (which not many people agreed with) and finally the rules might be different when a piece is not armored (like no helm).
It's a lot to test and I can't get a guildy to sit still long enough to do it!
LeviticusD wrote:
darthbock wrote:
I did work with the followiing results - it was centered on finding out how much wearing a mando helm would gimp the customer's energy resist.
I crafted two suits, one unlayered recon and one unlayered assault. We then tested four situations - full recon, full assault, recon helm+ assault suit, assault helm + recon suit. We used only eyeshots (assumed it still hit the head only) with an energy carbine for the test. We fired at least 5 shots in each of the four cases. We found that the resists matched that of the bulk suit in all cases, even when the helm was switched. IE, assult helm + recon suit and full recon suit gave high energy resist, where recon helm + assault suit and full assault suit both gave low energy resist.
There is a start for you at least
Since the helmet was the area of interest for the customer, we did not continue the tests to what see effect switching out other parts would have.
I'm not convinced this is the case anymore. I think I might have been the one who posted the "vague" post a while back...tried a couple times, but there were so many assumptions made and different results from tests done different ways that I don't think we ever came up with a straight answer.
From what I gathered out of all this though, this is my opinion. Eyeshot, headshot, bodyshot, etc. don't necessarily hit the specified location anymore. Back in the day, those shots were done in an attempt to raise the chance of doing a certain type of damage (action, mind, or health). With the one bar, I think the only thing left with those shots are the modifiers. I don't think you can control where it hits.
How the shot is mitigated, I'm still going to assume that it depends on theindividual piece that the shot was "assigned" to hit. Though other posters thought it an average of the resists of all the armor was taken and then the damage applied to the one area (so a shot that hits a recon helm and then next hits the assault leggings will still cause the same damage). Some others thought it defaulted armor to the lowest resist (which not many people agreed with) and finally the rules might be different when a piece is not armored (like no helm).
It's a lot to test and I can't get a guildy to sit still long enough to do it!
I did not think of it at the time, but tracking condition for each piece after each shot would have given us hit locations.
CommanderFarley wrote:
I think I'm going to run some tests this afternoon and track hit locations in a pvp setting.
Sample size 100 enough to start with? I don't feel like doing 1000 all at once
What I'm curious about is what you guys have mentioned... is the character's defense rating an average all of suit pieces, or does each piece's resists get measured when it takes a hit? A single resist rating would seem to reduce server stress, and Aedyl's testing seems to indicate this may be the case.
One thing to keep in mind during all of this is that there is now much less motivation for something like a mini-suit since encumbrance is determined by one piece. I have not checked encumbrance with a mix-n-match suit yet, but I would fear you get the worst of each. IE, if you had pieces from all three armor types (base-capped), your encums would be -60 -40 -60.
I still feel the experiments are worthwhile for academic reasons, and they may give us some creative apprearance options, but saving encumbrance, which was the attraction to the mini-suit for most, will not happen this time around.
CommanderFarley wrote:
I think I'm going to run some tests this afternoon and track hit locations in a pvp setting.
Sample size 100 enough to start with? I don't feel like doing 1000 all at once
What I'm curious about is what you guys have mentioned... is the character's defense rating an average all of suit pieces, or does each piece's resists get measured when it takes a hit? A single resist rating would seem to reduce server stress, and Aedyl's testing seems to indicate this may be the case.
I think 100 would be fine to start with, that's enough to see a trend, looking forward to the results
For what it is worth, I have a friend that wears the following:
Padded Armor Helm
Assault Chest
Padded Armor Arms
No pants.
He claims that the chest has decayed rapidly due to not wearing the pants. He also claims that he is not taking any more damage, compared to wearing the pants.
He also noted that he thinks the arms are decaying slightly faster with out the pants as well.
Maybe I am wrong, and I think the mini suit is still an option and just results in more rapid decay.
Aedyl, I agree that the encumberance factor of the mini suit's a whole different issue now...