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Questions to the Community Guides and how-to play threads posted by other users |
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11-26-2012, 12:16 PM | #1 |
Baron
Join Date: Dec 2008
Posts: 886
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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) ++++++++++++ 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% ***** to the overall AP after the contribution of the other parts has been calculated. Code:
ARMOR PART BONUS Bracelet ~26.6% Shield ~23% ++++++++++ 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% 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 |
11-26-2012, 12:53 PM | #2 |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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thank you very very much for posting this
its still confusing but at least im getting the larger picture of AP now
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
11-26-2012, 01:56 PM | #3 | |
Baron
Join Date: Aug 2010
Posts: 629
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Quote:
Lightning(5)=240 per tick, so with -20% we have 204*0.8=192 per tick, and 5 tick the damege is 240*5=1200(without reduce) and 192*5=960(reduced) so the damage was reduced 960/1200=0.8 , 1-0.8=0.2, 20%! no 100%, if was 100% the total damage was 0!, The reduction is 20% without import the amount of tick. It is an lineal operation. pd: Sorry for my english |
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11-26-2012, 02:41 PM | #4 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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shes talking about 100% of the normal reduction.
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11-26-2012, 04:09 PM | #5 |
Baron
Join Date: Jun 2010
Location: Czech Republic
Posts: 769
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Very interesting information, thanks Kitsunie (and all the involved players).
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Kharbon
Proud member of CZ/SK WM - WM - WM - 56 - 53 - 50 |
01-05-2013, 04:41 PM | #6 |
Master
Join Date: Mar 2011
Posts: 422
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hello,
that's very interesting indeed! If I may ask some things in special -
MAGE: (since mages have no prescaling)
How do armor points manipulate the inbound damage exactly?
Anyways, your work is very much appreciated. Glad finally someone did thatWhat about armor bonus points from braces (226+[BONUS])? Why didn't you mention they are being handled in some special way? I found out they do some days ago. You totally omitted that! Thanks so much in advance, |
01-06-2013, 02:38 AM | #7 |
Apprentice
Join Date: Jan 2012
Posts: 71
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By the way, you've double-mentioned leggings on the classes that wear them.
Thanks for the info! |
01-06-2013, 06:26 AM | #8 | |
Baron
Join Date: Dec 2008
Posts: 886
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Quote:
2 - The damage is reduced by 50/55/60% of the armor points. In other words, if you have 500 armor points, and you are a mage, you resist exactly 500*0.60=300 damage of any attack (assuming that it has a single damage type). Mixed damage types, and mixed resistances on armors make it more complicated. I did explain this in one of the sections of the document, but I guess I didn't explain it well enough. 3 - I didn't realize that I forgot to mention this, but you are right. When you see a bonus armor on an item (+amount), it is simply added onto the final AP value of the character. For example, if you have full Warmaster armor (+50 with all pieces), you gain 50 AP in your character window. This amount is not multiplied by buffs such as Caution and Evasive tactics. You can more easily visualize some of these things on my armor calculator. It also has source code available. |
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01-06-2013, 05:48 PM | #9 | ||
Master
Join Date: Mar 2011
Posts: 422
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It's ok, I figured it out now - shields and bracelets do not need to be handled in any special way. The only interesting thing is that they finally raise the AP above 100%.
Quote:
Where did you explain what? oO I'd be really interested in the calculation of different damage types... Quote:
I do like your calculator very much! Thanks for your help, have a nice day, . EDIT I hope you are ok with me spamming throughout your thread... (can you say so? huh. By the way, you will have to excuse my command of english.) But I fell over another example. Could you be so kind and tell me where I am making any mistakes, please? Some random barbarian is being equipped with elite armor consistently (you may also click here for a picture) and has total 7% armor bonus. He should then have about Code:
( 226 * 1.07 * 1.33 ) + 9+10+10+9+5 = 364.62 Character log says 370. Last edited by schachteana; 01-06-2013 at 11:49 PM. |
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01-07-2013, 04:21 PM | #10 |
Baron
Join Date: Dec 2008
Posts: 886
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NGD rounds the fractional values to whole integers at many stages during the calculations.
This can result in an off-by-one error on every possible calculation and eventually they can stack up. The values displayed in character window are also strangely rounded. This is why the armor calculator and the details from this thread cannot ever be 100% accurate, only ~98%. For the example you gave 364.62 / 370 = 98.54% accuracy. |
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