Go Back   Champions of Regnum > English > Questions to the Community

Questions to the Community Guides and how-to play threads posted by other users

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 11-26-2012, 12:16 PM   #1
Kitsuni
Baron
 
Join Date: Dec 2008
Posts: 886
Kitsuni is on a distinguished road
Default Armor system explained

Hi guys, just here to let you know that we've completed a fairly complete documentation of the armor system.

For anyone who is interested, this information is below. Hopefully NGD won't mind me posting it as this information was gathered through very extensive testing by multiple people over several years and not by reverse-engineering or tampering with the game in any way!

(This was originally a text file, so you need Courier New font for it to be displayed properly.)

++++++++++++++++++++
+++ ARMOR SYSTEM +++
++++++++++++++++++++
This document contains a description of the formulas involved in the reductions of damage by armor.
The results in this document were found by extensive testing by many players.

The armor system implemented in Regnum Online a.k.a Realms Online works on a rather haphazard
fixed damage reduction system, meaning that it always removes a fixed amount from incoming damage
and there are no percentages involved. Any percentages discussed in this document pertain only to
the calculation of armor points (AP), not actual damage reduction.

Armor parts
+++++++++++
Archers and Barbarians: Breastplate, Gauntlets, Helm, Leggings, Pauldrons, Leggings
Knights: Breastplate, Gauntlets, Helm, Leggings, Pauldrons, Leggings, Shield
Mages: Bracelet, Gloves, Hat, Tunic

1) Even though archers and barbs appear to have the same AP, they have different levels of damage
reduction due to class differences. See "Class modifiers" below.
2) The armor bonus from shields is essentially extra. See "Coefficients" below.
3) Bracelets behave exactly as shields for mages.
4) Shields and bracelets cannot be enhanced with armor gems.

Resistances
+++++++++++
For each piece of armor, it contains resistances. These are locally applied to that piece, and
affect how much points it contributes to the overall calculation of AP. For example, an item that
is "Very bad" to "Piercing" has a 60% malus, so it will contribute only 40% of its protection
to the player's defense when they are hit by a "Piercing" attack.

Code:
RESISTANCE	BONUS OR MALUS
Very bad	-60%
Bad		-30%
Normal		+0%
Good		+30%
Very good	+60%
Excellent	+90% (rarely seen, mostly only on quest items)
Coefficients
++++++++++++
This is the part of the armor system that is most confusing at first. When you equip a 200 AP item,
you don't get 200 AP in the character window, because each armor piece only contributes a certain
amount of individual AP to your overall AP level. In other words, the AP listed on each item
represents the maximum amount of AP that you can get (excluding bonuses) with an entire set of
identical items, not the amount provided by the item itself.

Code:
Archers and Warriors
ARMOR PART	CONTRIBUTION	IMPORTANCE
Breastplate	~23%		*****
Gauntlets	~16.9%		*
Helm		~21.5%		****
Leggings	~20%		***
Pauldrons	~18.4%		**

Mages
ARMOR PART	CONTRIBUTION	IMPORTANCE
Gloves		~22.6%		*
Hat		~28.6%		***
Tunic		~48.7%		*****
As was stated earlier, the bonus from shields and bracelets is extra. It is multiplied and added on
to the overall AP after the contribution of the other parts has been calculated.

Code:
ARMOR PART	BONUS
Bracelet	~26.6%
Shield		~23%
Prescaling
++++++++++
Archers and warriors have a +33% prescaling applied that gives them more AP than a mage even when
equipping items of similar AP. This prescaling also appears in the character window. To put it simply,
the maximum AP for a mage with a full 200 AP set from an NPC is ~200, or 199 exactly, while for an
archer or warrior it is (200 x 133% = 266), or 265 exactly.

(Note: The listed example for mages was created before the introduction of bracelets.)

Item bonus
++++++++++
Any item that the player equips with the stat of either "Armor bonus" or "Protection" increases their
overall AP value (not the AP provided by the item) accordingly. In other words, to equip an item with
an "Armor bonus +5%" stat on it, is like having an extra level of "Caution".

Class modifiers
+++++++++++++++
Everything discussed thus far pertains to the calculation of the characters' overall AP. However, even
once this value is calculated, and is shown in the character window, there is one additional attribute
that comes into play, that affects how much damage the player can resist.

This may seem strange, as mages have the highest class modifier, however extensive testing with fixed
damage spells against armor that is "Normal" to that type has revealed it.

Code:
CLASS		DAMAGE RESISTANCE
Archer		AP x 50%
Mage		AP x 60%
Warrior		AP x 55%
This means that mages benefit the most from raising their AP, while archers benefit the least.

Damage over time
++++++++++++++++
Periodic damage spells (DoTs, as they are commonly known) only suffer 20% of the normal damage
reduction provided by a player's armor, per interval. The amount of reduction applied to the total
damage of the spell depends on the amount of intervals (ticks) of its duration.

For example, "Lightning" lasts for exactly 5 damage intervals, and (20% x 5 = 100%), thus over time
the total damage of "Lightning" is reduced by the same amount as any other attack.

+++
Last updated Mon 26 Nov 2012
Kitsuni no ha iniciado sesión   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:50 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved