Jedi Archive
Thread: Inate armor vs Force armor
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Elisar
Mon Sep 19, 2005 4:47 am
#1
i dunno if its because no one knows or if they havent seen the question. so bump
Durzel
Mon Sep 19, 2005 4:54 am
#2
Elisar wrote:btw since i'm on the subject from another thread.Pro's and con's set aside, does anyone know if Force Armor works in conjuction with or in lieu of your inate armor, say from Mdef.for the life of me i cant find an answer.And what exactly IS 'melee defense"? or "ranged defense"?is it a mitigator? is it a "dodge" or chance to avoid? both?Just been bugging me lately... all i know is more is better... but have never really figured out exactly what it does.many thanx
Force Armor augments innate armor, but there is a hard cap. I can't remember off hand but it has been said several times in the past that Force Armor and MDef would go above the cap and be somewhat redundant. Force Armor compliments Force Aura nicely though.
Melee/Ranged Defence is as far as I am aware is both damage mitigation and "chance to miss". Think of it this way - innate armor reduces the amount of damage you take by a fixed percentage irrespective of the CL of whatever hits you. Melee/Ranged defence increases your resistance to damage logarithmically, as well as reducing the chance that something will hit you.
Easiest proof of this is just activating Aura, which is nothing more than +250/+500 melee/ranged defence. You will definitely notice equal/similar CL mobs hitting for less (but probably almost as often), and lower CL mobs doing lots less damage, and missing a lot.
MrDecipher
Mon Sep 19, 2005 5:17 am
#4
I belive force armour 2 is like having 60 innate armour or 6000 protection to all weapon damage types. Every 10 innate armour from defender counts as 1000 protection that will stack with force armour up until the cap of 9000 or 10000 i'm not sure which one is the cap.
A jedi with with master defender has the same armour protection as a jedi with 0400enhancer. The difference then comes down to melee/ranged defence. A master defender will have around 250 melee/ranged defence aswell as aura which adds 500 to melee and ranged defences. Where a enhancer may not have any melee/ranged defence.
trajen2
Mon Sep 19, 2005 6:30 am
#5
Durzel wrote:
Elisar wrote:
btw since i'm on the subject from another thread.
Pro's and con's set aside, does anyone know if Force Armor works in conjuction with or in lieu of your inate armor, say from Mdef.
for the life of me i cant find an answer.
And what exactly IS 'melee defense"? or "ranged defense"?
is it a mitigator? is it a "dodge" or chance to avoid? both?
Just been bugging me lately... all i know is more is better... but have never really figured out exactly what it does.
many thanx
Force Armor augments innate armor, but there is a hard cap. I can't remember off hand but it has been said several times in the past that Force Armor and MDef would go above the cap and be somewhat redundant. Force Armor compliments Force Aura nicely though.
Melee/Ranged Defence is as far as I am aware is both damage mitigation and "chance to miss". Think of it this way - innate armor reduces the amount of damage you take by a fixed percentage irrespective of the CL of whatever hits you. Melee/Ranged defence increases your resistance to damage logarithmically, as well as reducing the chance that something will hit you.
Easiest proof of this is just activating Aura, which is nothing more than +250/+500 melee/ranged defence. You will definitely notice equal/similar CL mobs hitting for less (but probably almost as often), and lower CL mobs doing lots less damage, and missing a lot.
speaking of the cap...
For arguement's sake, lets assume a Mdef/ME template (ONLY for arguments/numbers sake) . . . with FA2 running, he theoretically has 120 innate armor (these may be differnt, i am at work). Even if there is a cap, would these numbers not apply when Armor Break is applied?
Durzel
Mon Sep 19, 2005 6:39 am
#6
Logic would dictate that you would have a greater remainder of innate armor after being Armor Break'd, however it is just as likely that the +100 cap (or whatever it is - can't remember off hand) would be the figure taken into account when applying the AB debuff.
I have a bad feeling only first hand testing and/or a Dev could answer this one for you.
I have a bad feeling only first hand testing and/or a Dev could answer this one for you.
Argonithe
Mon Sep 19, 2005 6:40 am
#7
trajen2 wrote:
Durzel wrote:
Elisar wrote:
btw since i'm on the subject from another thread.
Pro's and con's set aside, does anyone know if Force Armor works in conjuction with or in lieu of your inate armor, say from Mdef.
for the life of me i cant find an answer.
And what exactly IS 'melee defense"? or "ranged defense"?
is it a mitigator? is it a "dodge" or chance to avoid? both?
Just been bugging me lately... all i know is more is better... but have never really figured out exactly what it does.
many thanx
Force Armor augments innate armor, but there is a hard cap. I can't remember off hand but it has been said several times in the past that Force Armor and MDef would go above the cap and be somewhat redundant. Force Armor compliments Force Aura nicely though.
Melee/Ranged Defence is as far as I am aware is both damage mitigation and "chance to miss". Think of it this way - innate armor reduces the amount of damage you take by a fixed percentage irrespective of the CL of whatever hits you. Melee/Ranged defence increases your resistance to damage logarithmically, as well as reducing the chance that something will hit you.
Easiest proof of this is just activating Aura, which is nothing more than +250/+500 melee/ranged defence. You will definitely notice equal/similar CL mobs hitting for less (but probably almost as often), and lower CL mobs doing lots less damage, and missing a lot.
speaking of the cap...
For arguement's sake, lets assume a Mdef/ME template (ONLY for arguments/numbers sake) . . . with FA2 running, he theoretically has 120 innate armor (these may be differnt, i am at work). Even if there is a cap, would these numbers not apply when Armor Break is applied?
yes the armor break reduces % from your total and not your cap. so its not a waste of SP with both if u PvP alot. Im not 100% sure about this, have read it that it works that way.
on the innate armor question.
Jedi initiate gives you +20 innate armor
Novice defender gives you +10 innate armor
Force armor 2 gives you +40 innate armor
thats a total of 70 which is the same as 7000 in an armor, Only downside with FA2 is the force consumtion.
The best template to get a good innate armor is in my opinion Defender 4x4x, enhancer x4xx. that will give u 82 Innate armor and that will keep you alive pretty good
Hope its helps ![]()
Durzel
Mon Sep 19, 2005 6:50 am
#8
FA2 was recently changed to give +60 innate at a lower FC per hit.
Argonithe
Mon Sep 19, 2005 6:51 am
#9
Durzel wrote:
FA2 was recently changed to give +60 innate at a lower FC per hit.
really ? FA1 still +20
Durzel
Mon Sep 19, 2005 6:53 am
#10
Hmm, actually I think you might be right.. I think its +60 including the +20 you already get from Paddy.
trajen2
Mon Sep 19, 2005 7:07 am
#11
Durzel wrote:
Hmm, actually I think you might be right.. I think its +60 including the +20 you already get from Paddy.
yup. +40 FA2, +20 Initiate, +10 Novice Def (if you have it)
I pvp a lot so I added def 0020 to my template for that small extra bit of innat and +250 defense
MrDecipher
Mon Sep 19, 2005 7:08 am
#12
Its +60 + the +10 from paddy so it is equal to a master defenders innate armour total.
MMKia
Mon Sep 19, 2005 7:18 am
#13
Should force armor be able to be armor broken by a normal profession? I can understand it being debuffed by a Powers Jedi, but force armor shouldnt be broken by a swordsman.
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