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Old 02-10-2011, 01:06 PM   #1
HidraA
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Default Armor Stats calculation

Well ya i play from ~3 years but never managed to understand how armor are calculate?
Someone can explain me how it is calculated?
Its a bug or i am buged?

More details on screenshot:

http://fulga.cablevision.ro/ro_on_mac/armor_png.png
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Old 02-10-2011, 02:12 PM   #2
-Drv-
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Every piece of your armor is multiplied for a percentage before to be added to your armor points.
The bonus between brakets is added entirely.

The percentages for archers are:
breastplate 30.5%
helmet 28.5%
leggings 26.5%
pualdrons 24.5%
gauntlets 22.5%

for example:
  • a breastplate 200 (+5) will give you (200*0.305)+5=66 points in you character sheet.
  • a pair of duelist gauntlets 156 (+10) will give you the same armor points than a master marksman gautlets 200 ---> (156*0.225)+10=(200*0.225)=45
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Last edited by -Drv-; 02-10-2011 at 02:21 PM. Reason: typos
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Old 02-10-2011, 02:14 PM   #3
WarParty
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For armor points it appears that is correct from what I can tell on my own gear.

Someone posted this link for armor calculator to help figure resists etc hopefully it can help you out more with your research.


Link Provided by another member of community.
http://kit.snuggly1.com/
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Old 02-10-2011, 02:27 PM   #4
HidraA
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Ty for infos
Hmm numbers was that confused me
Nothing in stats(or official infos) say it will be recalculated before make final score...
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Old 02-10-2011, 08:27 PM   #5
Kitsuni
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Reposted from the Frozen Flame forums:
Quote:
Archers and Warriors
Breastplate: 61 AP
Gauntlet: 45 AP
Helm: 57 AP
Leggings: 53 AP
Pauldron: 49 AP
Shield (Knights only): 58 AP

Mages
Gloves: 45 AP
Hat: 57 AP
Tunic: 97 AP

Archers and Barbarians have up to 268 AP, Knights have up to 327 AP (due to the bonus of the shield), and mages have up to 201 AP. Note that the coefficients for each armor piece do not add up to the total, due to rounding errors in the in-game user interface, which is sadly our only source of information.

This essentially means that Archers and Barbarians have 33% more AP than mages, and Knights have an additional ~23% on top of that.

More AP is also possible through the armor bonus that comes with better quality armors, such as the Fine steel superior ones sold at some merchants. These bonuses are simply added on to the final result (never being counted by protection buffs), and are thus much more effective now than they were before, because the base AP is lower. For example, before the update the archer could get 699 vs 674 AP with a full +5 set, and now they can get 293 vs 268, an benefit increase of 151%,

The bonus or malus given by resistances is still the same:
Very bad - -60%
Bad - -30%
Normal - 0%
Good = +30%
Very good = +60%
Excellent = Unknown, assumed to be 90% (needs testing)

Finally, how much each point of armor protects against damage is determined by a class specific modifier:
Archers - 50% per AP
Mages - 60% per AP (Conjuror tested only, Warlock is assumed to match Conjuror)
Warriors - 55% per AP

The nominal damage reduction for each class, wearing a full level 50 set of armor and therotically full "Normal" resistances is:
Archer - ~134
Mage - ~121
Warrior (Barbarian) - ~147
Warrior (Knight) - ~180

NGD has also modified the Damage Over Time (DOT) calculations so that armor only provides 20% of the total protection against them.
Of course you could go by the armor calculator itself But the problem is the code in it is kinda bad, so it is almost impossible to decipher without knowing how the armor system works ahead of time. Also only the new armor system works this way, the old one was similar but at the same time completely different.
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