Quick Question about Armour Types

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juzz

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So there's Leg, Head and Body armor... are these damage specific? ie, if you're hit in the head, does it check your Head Armour for damage? Reason I ask is that seeings as my new char is a foot soldier, Leg armor is kinda useless as I never ride a horse, so I could use the less encumbering stuff 8)
 
Umm never thought of this, i just increased armor as much as possible everywhere.

Dont try to go without leg or any of that stuff YET, you might die fairly easy in a situation.

/goes back to washing his new black armor and black helm
 
Yes it is, if you get hit in the head with a crossbow quarrel you will lose the battle but it's no big deal in this game because you don't really die but if you ride a horse you will want heavy leg armor.
 
Yes it is area specific. Body armour is always important.

For foot soldiers, invest in a good helmet before getting nice greaves. For the horsemen, vice versa is the best.

Enemy troops rarely have good head armour so take advantage of that and do overhead crushing blows.

Also, when fighting on a hill, slashing the guy's feet works well too as often AI characters have poor leg armour as well.
 
I don't feel like searching for the post, but i seem to remember armagan saying armor blocked anywhere from 1/2 to its full value in damage. Meaning, if your armor has a defense of 20 it will block between 10 and 20 points of damage.
 
I think piercing always bypasses 1/2 of the armour of the target while blunt does so only for plate types.
 
I'm not really sure about blunt halving armor values. I tried to creat a priest type character who only used a staff, and i seldom did more than 1 or 2 damage to sea raiders with chain armor... :? Plus, as i recall someone else stating, river pirates with clubs almost never deal any damage when wearing plate.
 
DaLagga, you're missing the point. Clubs have a base damage of 11b and quarterstaves have a base damage of 13b for swings, 12 for thrusts. Unmodified plate armor gives 24 points of body protection. With halved armor penalties that's -12 damage with a base damage of 11-13. In other words, some loser with a club or staff doesn't stand a chance against a knight wearing a full suit of plate armor, which is as it should be. With a military hammer, base damage 23b, things are very different. :wink:
 
okin he said chain armor, not full plate :D

also, leg armor is important for footmen- on hills, and when an archer hits you (roughly 1/2 archer hits to my characters are leg hits)
 
ManofHonor, I know, I was making a point. The principle is the same: Chain armor provides 18 points of body protection, that's still -9 damage with a base damage of 11-13b. Even in real life, you'd be hard pressed to do significant damage to someone wearing chain mail if all you've got is a little wooden club.

Also, with thrusting weapons such as staves, timing is very important. If you're trying to poke someone who's standing right next to you, you won't be able to work up enough momentum to do any real damage and it's very likely that you'll do 0 points even if he's lightly armored.
 
I just spent a little time testing out the damage with a blunt weapon (warhammer) and it seems that the "armor penetration" only works some of the time. With pretty much every single hit i either did somewhere between 25-35 damage, or 50-60 with very few exceptions (only counting body shots). Also, it seemed to be a 50/50 chance. So perhaps with blunt there is something like a 50% chance it will halve the armor value?
 
In mag7 there is a rune axe that deals 43b damage (and it's blunt confirmed, foes go unconscious), maybe for an oversight. Following your theory it should do 150% damage roughly when compared to my standard 42c heavy axe, but it does the same damage as the other one. Just a bit more, as it's 42 vs 43, and with all the strenght+power stroke modifiers usually it's 50 vs 55 damage on foot or 65 vs 70 dam when on horseback.
So I believe damage differencies exist in theory but they aren't still fully implemented.
 
You guys do realise that there's a random element involved, right? These are all factors that affect the damage, but in the end it's up to chance. Sometimes you do more, sometimes you do less, it's not all math. :P
 
I did more experiments. I played all day with a 42c axe vs a 43b axe.
Funny thing is: actually 43b axe deals considerably less damage than the cutting one.
 
In real life a quarterstaff is usually way more lethal than the ingame counterpart. Considering the length of a real quarterstaff, and the speed at which a trained guy can swing it (what was it, half or 3/4 the speed of sound or so at the tip of the staff?) + the small area which has all the force focused on it (the ends of quarterstaffs sometimes had encased metal points.), they could easily buckle plate armor.

So yeah...a mace is actually nothing compared to a staff. What the mace has in mass, the staff more than compensates for in length, to deliver equal if not more force.
 
Then that's the reason why in later Renaissance, people abandoned sword, axes and halberds to start fighting battles with long woodden sticks... Because they buckled full plate armors.
 
I suppose force is 'far' more dependant on speed rather than mass. I believe it's (sp)^2 X mass. Though it's a long time since i did physics at school.
 
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