Armor Values

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1damage :grin: jk,I dont know, but when i got lot of armor it seem like looter cant hit me at all.
 
Depends if you're hit by a cutting, piercing or blunt weapon.

Can't remember the exact equations, but basically cutting is ineffective against high value armour, piercing is more effective, and blunt is most effective.

On medium armours, piercing is most effective, blunt and cut both OK

On low armours, cut is most effective (only because cut weapons generally have higher base damage though).
 
I think chopping damage is more or less -1 damage for each point of armor. This is why, when wearing plate, most low level units using chopping weapons hit you for 0. Then blunt & piercing most likely ignore a certain percentage of armor, which is why a looter with a club can still hit you for 1 damage fairly regularly. Of course, the speed bonus, the weapon skill of the attacker, etc all have various effects on the outcome. Also, being hit in the head does double damage, so thats why you randomly see yourself taking ~4 damage when a looter hits your bucket helm.
 
Armor gives damage soak (some amount of damage has no effect) and damage reduction (rest of the damage has reduced effect).  Soak and reduction values are different for each type of damage but the same for all armors.  Damage is rolled from 50 to 100% of the listed weapon's damage.  Armor also rolls from 50-100% of listed rating.  Result is damage roll*(1-soak*armor roll)*(1-reduction percentage).  Never got clear on when modifers like speed and headshot come into play.  The 6 soak and reduction numbers are listed in the .ini file.

Assuming none of them changed for Warband, against the typical range of armors, 6 blunt = 7 pierce = 13 or more cut.  Swords look cool and devastate farmers, but warhammers are for the professionals.
 
Pode 说:
Armor gives damage soak (some amount of damage has no effect) and damage reduction (rest of the damage has reduced effect).  Soak and reduction values are different for each type of damage but the same for all armors.  Damage is rolled from 50 to 100% of the listed weapon's damage.  Armor also rolls from 50-100% of listed rating.  Result is damage roll*(1-soak*armor roll)*(1-reduction percentage).  Never got clear on when modifers like speed and headshot come into play.  The 6 soak and reduction numbers are listed in the .ini file.

Assuming none of them changed for Warband, against the typical range of armors, 6 blunt = 7 pierce = 13 or more cut.  Swords look cool and devastate farmers, but warhammers are for the professionals.

I dont either dont know the exact math, but weapon profiency do count for much in damage increase too.
 
Pode 说:
Armor gives damage soak (some amount of damage has no effect) and damage reduction (rest of the damage has reduced effect).  Soak and reduction values are different for each type of damage but the same for all armors.  Damage is rolled from 50 to 100% of the listed weapon's damage.  Armor also rolls from 50-100% of listed rating.  Result is damage roll*(1-soak*armor roll)*(1-reduction percentage).  Never got clear on when modifers like speed and headshot come into play.  The 6 soak and reduction numbers are listed in the .ini file.

Assuming none of them changed for Warband, against the typical range of armors, 6 blunt = 7 pierce = 13 or more cut.  Swords look cool and devastate farmers, but warhammers are for the professionals.
They did change for Warband  First look, unless I f'ed up the maths, is that now 19 blunt = 25 pierce = 30 cut.  Or roughly, 4 blunt = 5 pierce = 6 cut.  This is for the range of armors from 0 to 60, weighted to favor 1 point of damage to 60 armor the same as 60 points to 1 armor
 
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