Bio Engineer Archive

Thread: Armor vs Resists

Galdara
Tue May 25, 2004 11:05 pm
#1

What exactly does armor do for our pets? For example a hostile hits my pet for what would be 500 points of kinetic damage. With no armor and 50% kinetic resists, you'd expect 250 points to get through, right? What would you expect to get through with 50% kinetic and armor?


I ask because armor that we wear that has not resistsdoesn't do anything, right? Like the armor shirt. Looks nice, can take an armor attachment, but no protection in and of itself, correct?


Please correct me if my assumptions are wrong.
NancyJ
Tue May 25, 2004 11:08 pm
#2

Armoured shirts do have protection... of sorts, they give a 50% damage reduction vs non-armour piercing weapons.

A pet with 50% kinetic and light armour would have a 50% damage reduction for the armour then 50% again for the kinetic resists.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



ArthurDentOnBria
Tue May 25, 2004 11:14 pm
#3

Nancy, are you sure about that? That seems inconceivable to me. 50% damage reduction and no incomberance? Why wouldn't everyone be running around in those?




NancyJ wrote:
Armoured shirts do have protection... of sorts, they give a 50% damage reduction vs non-armour piercing weapons.









ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NancyJ
Tue May 25, 2004 11:33 pm
#4

Because a BE shirt is better

I think armoured shirts, bandoliers and belts were a kind of temporary 'fix' for the armour hole bug.

IIRC the problem was that you couldnt wear armour in all your slots (belt, back, shirt, etc) so when you got hit in any of these areas it cut through you like butter.

As far as I'm aware, under normal circumstances you should be hit in your shirt slot if you're wearing an armoured jacket. Mabari belts are great, they dont decay and you can put your armour attachments in them.

All things being function correctly a melee defense shirt is preferred because it gives you a chance to avoid being hit altogther.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



XpNsVe
Wed May 26, 2004 5:20 am
#5

hmmm.. interesting.



The first fansite dedicated to Bio Engineer;
SWG Bio Engineer
(swgbe.mmospy.com)

Kevm
Wed May 26, 2004 8:10 am
#6






ArthurDentOnBria wrote:
Nancy, are you sure about that? That seems inconceivable to me. 50% damage reduction and no incomberance? Why wouldn't everyone be running around in those?




NancyJ wrote:
Armoured shirts do have protection... of sorts, they give a 50% damage reduction vs non-armour piercing weapons.










That is exactly how the devs have said armor works. 50% reduction due to the armor (unless its AP), then an additional reduction based on the resist.




Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
Akelan
Wed May 26, 2004 8:44 am
#7

Armor reduces any damage taken from any non-armor piercing type of weapon by 50% for Light armor, 75% for medium armor.


Any pet with armor takes half damage, even to types of damage they are vulnerable to in resists, from any normal weapon.


AFTER the armor damage reduction is done, the resist is applied to the damage, further reducing the damage if it is applicable. A creature with light armor and 60% resists to kinetic, meeting a 500 damage kinetic hit takes effectively 100 damage, in that the armor first reduces the damage delivered by half, or 250 damage, then the resist is applied, reducing the damage to 40% of the hit, or 100 out of the 250.


A quick way to approximate the effectiveness of light armor and 50% or higher resist to a damage type is to roughly triple the health stat of the pet, which is the total damage of the type being inflicted that it will take to disable the pet. a 9K health pet with AR1 and 60% kinetic stands up to kinetic damage as if it had roughly 28.8K health, (the kinetic at 60% being a little more than another 9K worth of effective resistance.).


Armor differs from resists in that it is a fixed response to any damage not specificly armor piercing, which makes it a great gneral benefit in most situations. Add a resist to the type of damage you are expecting to meet and you will have a very effective pet.


PvP is a unique situation, as there are a number of armor piercing weapons available which can deliver their damage through armor, so only the resist is figured against the damage. With many of the pets made for high Kinetic resists and vulnerable to energy, the pet can take 100% of the damage from the attack and drop quite quickly, so many pets are not as popular in PvP.


If you are making higher level pets, even a 0 resist is better than a vulnerability. 0% resist means the pet will have the same random chance of "saving" vs the damage, so it may not take the full damage, where a vulnerability means the pet will take the full damage from the type of attack to which it is vulnerable. Energy vulnerabilities are particularly devastating in PvP or PvE with humanoid opponents, as the damage encountered is most likely to fall in that category.


Pets are a very complex trade-off between vulnerabilities and strengths, and extremes in one or another direction are possible, but they have tightly limited ranges of usefullness. The 10K health, 60% resist non-CH pet will be disabled with ease by an opponent using energy weapons or a mind-pool attack, as it will undoubtedly have little mind and be vulnerable to energy, while that same pet can tank mutant rancors quite effectively. Making a pet with the special characteristics suited to your customer's needs is the art in the process, and at least a good bit of the challenge, and the fun.


LLan



Caal_Alerut
Wed May 26, 2004 9:21 am
#8

vulnerabilities null the armor. so if something has light armor, but is vulnerable to, say, stun, thenstun damage will do 100%. Everything that is a resist of 0 and up will have the 50% from the armor.



Jabun
Lowca
Master Bio-Engineer / Creature Handler / Chef

JabunBio Labs - We clone it, kill it, AND grill it!
Vendor located in Elysium, Corellia (2028, -3340)
ArthurDentOnBria
Wed May 26, 2004 10:02 am
#9

Ok, I did some poking around the Armorsmith forum and this very question is one that gets asked a ton there. Its seems that the shirt in fact offers no protection despite it saying that it offers ar1. This makes a lot of sense actually. If you could get ar1 with no vulnerabilities with no incomberance, that would be a very very attractive thing and really make things like bone armor, mabari etc completely worthless, at least as far as chest pieces go.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Page 1 of 1
Previous Next