Armor
Jan 3, 2023 17:58:09 GMT -6
Post by NPC on Jan 3, 2023 17:58:09 GMT -6
Armor is not for everyone. You must have appropriate points in the expertise "dawn armor" for your specific type of armor in order to wear the armor.
Shields are an exception, as you they are considered "weapons". See weapons for more information on shields.
Pets can also "dawn armor", but armor for pets is specific to the species, and a pet must be trained to wear it.
Armor can, however, get damaged and (eventually) become broken. Each time you take damage which is resisted by your armor, it loses a little of its health. This health is called Integrity. Integrity is calculated in percentages and starts off at 100%. This percentage begins to affect your total effective Resistance as it goes down, gradually lowering your total effective Resistance the more damaged the armor pieces get.
For example:
Someone hits you for 25 damage. Your total effective Resistance of 10 reduces that damage to 15.
This 15 is what goes into your HP, as well as Integrity, reducing Integrity down to 85%.
If you calculate how much 85% is of 10, you get 8.5, which, (always) rounded up, is 9. Thus, your total effective Resistance has been reduced from 10 to 9 with that single hit, your armor getting a little beat up and thus, slightly less effective.
In terms of which armor piece breaks first, always go from lowest to highest. So, for example, in this scenario a blow would reduce Integrity to 80%, which is total effective Resistance 8, your +2 Helmet would be considered completely broken and in need of repair. At Integrity 50%, your +3 Legs would become broken and at Integrity 0% finally your +5 Chest."
NOTE: Your character's natural Resistance stat is also used in deducing damage taken when wearing armor, but for the sake of simplicity in these examples, it was left out. A character with 3 Resistance wearing a +5 Chest piece would deduce incoming damage by 8. A character's personal resistance is not counted with Integrity, however, and cannot be lowered except by moves, abilities or other status effects that state such.
Armor Damage Note: If your armor is damaged, it keeps that resistance until it is repaired, in order to get your armor repaired please take it to the Heavy Hammer. If your armor gets to 0% integrity it is considered broken and cannot be used until it is repaired.
Though each type of armor has different resistance, each type of armor is better at certain types of damage. Types of damage include "blunt", "bladed", and "piercing". Also, "elemental" is a type of damage that includes all magical attacks.
Chain has 1/2 the normal resistance against piercing damage.
Scale has 1/2 the normal resistance against blunt damage.
Plate has 1/2 the normal resistance against bladed damage.
Chain has double the normal resistance against blunt damage.
Scale has double the normal resistance against bladed damage.
Plate has double the normal resistance against piercing damage.
Leather has normal resistance all-around.
Slots are as follows; Head, Torso, Arms, Hands, Legs, Feet
Alternatively, you could wear "full armor". Full Armor takes up ALL your slots, but protects you from a lot more. Pet barding is always considered "full armor" for your pet.
Shields are an exception, as you they are considered "weapons". See weapons for more information on shields.
Pets can also "dawn armor", but armor for pets is specific to the species, and a pet must be trained to wear it.
Armor and Integrity
A character can wear all sorts of armor to protect themselves in battle, this includes several different pieces at the same time! (But not overlapping one another, for this please read about Armor Slots a little further down). When wearing armor take the individual Resistance value of each piece and add them up to you total "effective" Resistance (So a +2 Helmet, +5 Chest and +3 Legs would give you a total effective Resistance of 10). This is the number that is deduced from all the damage you take in combat!Armor can, however, get damaged and (eventually) become broken. Each time you take damage which is resisted by your armor, it loses a little of its health. This health is called Integrity. Integrity is calculated in percentages and starts off at 100%. This percentage begins to affect your total effective Resistance as it goes down, gradually lowering your total effective Resistance the more damaged the armor pieces get.
For example:
Someone hits you for 25 damage. Your total effective Resistance of 10 reduces that damage to 15.
This 15 is what goes into your HP, as well as Integrity, reducing Integrity down to 85%.
If you calculate how much 85% is of 10, you get 8.5, which, (always) rounded up, is 9. Thus, your total effective Resistance has been reduced from 10 to 9 with that single hit, your armor getting a little beat up and thus, slightly less effective.
In terms of which armor piece breaks first, always go from lowest to highest. So, for example, in this scenario a blow would reduce Integrity to 80%, which is total effective Resistance 8, your +2 Helmet would be considered completely broken and in need of repair. At Integrity 50%, your +3 Legs would become broken and at Integrity 0% finally your +5 Chest."
NOTE: Your character's natural Resistance stat is also used in deducing damage taken when wearing armor, but for the sake of simplicity in these examples, it was left out. A character with 3 Resistance wearing a +5 Chest piece would deduce incoming damage by 8. A character's personal resistance is not counted with Integrity, however, and cannot be lowered except by moves, abilities or other status effects that state such.
Armor Damage Note: If your armor is damaged, it keeps that resistance until it is repaired, in order to get your armor repaired please take it to the Heavy Hammer. If your armor gets to 0% integrity it is considered broken and cannot be used until it is repaired.
Type
There are four types of armor: Leather, Chain, Scale, and Plate.Though each type of armor has different resistance, each type of armor is better at certain types of damage. Types of damage include "blunt", "bladed", and "piercing". Also, "elemental" is a type of damage that includes all magical attacks.
Chain has 1/2 the normal resistance against piercing damage.
Scale has 1/2 the normal resistance against blunt damage.
Plate has 1/2 the normal resistance against bladed damage.
Chain has double the normal resistance against blunt damage.
Scale has double the normal resistance against bladed damage.
Plate has double the normal resistance against piercing damage.
Leather has normal resistance all-around.
Slot
There are many "slots" that armor can take up on a person's body, and a person cannot wear more than one bit of armor per "slot". You can't wear two helmets at once!Slots are as follows; Head, Torso, Arms, Hands, Legs, Feet
Alternatively, you could wear "full armor". Full Armor takes up ALL your slots, but protects you from a lot more. Pet barding is always considered "full armor" for your pet.