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Post Info TOPIC: Armor Explained


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Posts: 1315
Date: Jan 27, 2009
Armor Explained




Armor is the key to a strong defense. It is near impossible for anyone without armor to last more than 5 seconds against someone with it. There are 3 types of armor available for players:

  • Reward/Quest Armor
  • Looted Armor
  • Crafted Armor

At lvl 22, every profession will be able to get their first chance at armor. Currently, a lvl 22 player can wear Advanced Crafted Armor (which is the armor that 99% of all non-Jedi profession will wear in combat at lvl 90).

This armor comes in many different appearances, but there are only 3 types of armor:

  • Assault Armor - 7000 Kinetic // 5000 Energy // 6000 Elemental
  • Battle Armor - 6000 Kinetic // 6000 Energy // 6000 Elemental
  • Reconnaissance Armor - 5000 Kinetic // 7000 Energy // 6000 Elemental

All values are listed at 100% resource quality and it will be likely your stats may not be this high.
Kinetic Protection will guard you from 90% of all Melee Weapons and 10% of all Ranged Weapons.
Energy Protection will guard you from 90% of all Ranged Weapons and 10% of all Melee Weapons.

Jedi Lightsabers are Energy Damage so if you plan to fight the force sensitive, be ready with Energy Defense.

This crafted armor can also be layered to increase the selected values depending on what stats you want to increase. There are 3 main types of layers that are used in armor:

  • Kinetic Layers give +1200 Kinetic // -1200 Energy // +/- 0 Elemental
  • Energy Layers give -1200 Kinetic // +1200 Energy // +/- 0 Elemental
  • Primus Layers give +600 Kinetic // +600 Energy // -600 Elemental

These layers are also capped in quality. The values will fluctuate depending on how well the armorsmith put them together.

An example set of armor would be Assault Armor with Energy Layers

  • Assault Armor - 7000 - 1200 Kinetic // 5000 + 1200 Kinetic // 6000 + 0 Elemental
  • End Result - 5800 Kinetic // 6200 Energy // 6000 Elemental

The reason someone would want to have done this to their armor is to wear Assault Armor and reflect Battle Armor stats.

Now, you see the Armor Values, but what does that number value mean to you? Those values are worked into a formula to determine how much damage from an attack is mitigated so the resulting damage is less than the initial shot. For example:

  • You are shot for 700 Energy Damage by a Meatlump Thug
  • This 700 damage hits your Energy Armor value of 5000
  • 700 damage is reduced by 43% and the final damage done to you is 399

To determine how much mitigation your armor will do based off of your armor value, use the following graph:

1000   - 10% Mitigation
2000   - 20% Mitigation
3000   - 29% Mitigation
4000   - 36% Mitigation
5000   - 43% Mitigation
6000   - 48% Mitigation
7000   - 53% Mitigation
8000   - 58% Mitigation
9000   - 62% Mitigation
10000 - 65% Mitigation
11000 - 67% Mitigation
12000 - 70% Mitigation

These values help to reduce all attack damage, but they do NOT reflect how they help reduce DoTs. Those are reduced by the following:

1000   - 05% Mitigation
2000   - 10% Mitigation
3000   - 15% Mitigation
4000   - 18% Mitigation
5000   - 22% Mitigation
6000   - 24% Mitigation
7000   - 27% Mitigation
8000   - 29% Mitigation
9000   - 31% Mitigation

MAXIMUM DOT REDUCTION - 50%

Basically, the DoT protection is associated with the Elemental type of the DoT. The DoT reduction is 50% of the reduction a normal attack would be mitigated for. The typical armor wearing player will have close to 6000 Elemental Armor, thus mitigating the DoT damage by an average 24%.

Different Armor types have innate bonuses to them to fight against DoTs as well. Every player has a 5% innate chance to resist all DoTs. Resisting a DoT is the act of avoiding the damage done by a DoT, or at least reducing the effects of the DoT my a significant amount. There is even a chance the DoT will fall off and no longer tick. Each type of armor you wear will increase the resistance chance on specific DoTs. Those types are listed here:

  • Assault Armor - ACID / HEAT
  • Battle Armor - POISON / ENERGY / COLD
  • Reconnaissance Armor - BLEED / DISEASE

Note: All armor types will have heavy resistance against KINETIC and ENERGY DoTs. Commandos are currently the only professions that can make use of those DoT types.

The Resistance Chance values are here:

1 piece   - 20% resistance chance
2 pieces - 22% resistance chance
3 pieces - 26% resistance chance
4 pieces - 32% resistance chance
5 pieces - 39% resistance chance
6 pieces - 47% resistance chance
7 pieces - 55% resistance chance

MAXIMUM RESISTANCE CHANCE - 60%

The previous example of someone using Energy Layers on Assault Armor to get Battle Armor stats is an example of someone wanting a 60% Resistance Chance against ACID and HEAT DoTs, while having a balanced mitigation value across all attack types.

You can also mix-and-match your armor types to have varying levels of armor value as well as varying levels of DoT Resistance. There is no right or wrong to armor, so try to find the best combo for you.

The last thing I will suggest is that you get all your armor crafted with a SOCKET. The reason for this is so that you may place Skill Enhancement Attachments (SEAs) to increase your stat mods. There will be more information on this later in the guide.



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