Rüstung
This page was last verified for Vintage Story version 1.20.12.
Rüstung dient dem Schutz des Spielers vor Schaden. Es gibt viele verschiedene Rüstungsarten, die aus vielen verschiedenen Materialien hergestellt werden (beginnend mit Holz bis hoch zu Eisenplatten). Während jedes Material steigenden Schutz und Widerstand bietet, gibt jede Rüstungsart kleine (oder auch nicht so kleine) Nachteile auf Eigenschaften wie Bewegungsgeschwindigkeit oder Hungerrate.
Beschaffung
Jede Rüstung kann hergestellt werden. Es gibt vier nicht-metallische Rüstungen: Improvisierte, Holzlamellen-, Leder- und Gambeson-Rüstung benötigen kein Metall. Die vier Metallrüstungen Brigantinen-, Ketten-, Schuppen- und Plattenrüstung benötigen Metallplatten und Kettenkomponenten, die über das Schmieden erhalten werden. Die fünfte Art der Metallrüstung, Lamellenrüstung, wird hergestellt, indem Lamellen aus Metallen gegossen werden, die im Schmelztiegel geschmolzen werden müssen, einschließlich Kupfer und Bronze.
All armor can be crafted with the crafting grid. There are 4 types of non-metallic armor: Improvised, Lamellar (Wood), Leather and Gambeson which do not require any metallic component. Lamellar metal armor, is made by pouring molten metal into lamellar molds from metals molten in a crucible, such as copper or bronze. The other 4 metal armors are: Brigandine, Chain, Scale and Plate. These require components like mail or plates made by forging.
Grundlegende Rüstungsmechaniken
Der Zweck von Rüstung ist Schutz. Das Rüstungsmodell in Vintage Story ist komplex (Rüstungs- und Schadensstufen, relativer und absoluter Schadensschutz, relative und absolute Schadensminimierung).
The purpose of armor is protection. However, the armor model in Vintage Story is somewhat complex, with armor and damage tiers, percent and flat damage reduction, and percent and flat damage loss by tier.
- Rüstung schützt den Spieler nicht vor Schaden, der abseits des Kampfes erhalten wird, z.B. Fallschaden, Hunger oder Vergiftung.
- Ein komplettes Rüstungsset besteht aus drei ausgerüsteten Teilen: Kopf, Körper und Beine.
Wenn ein Angriff einen Spieler trifft
- Das Rüstungsfeld, das den Schaden erhält, wird ausgewählt. Jedes Feld hat eine andere Wahrscheinlichkeit, ausgewählt zu werden (Kopf = 20%, Körper = 50%, Beine = 30%). Falls der Spieler kein Rüstungsteil im gewählten Feld ausgerüstet hat, dann erhält der Spieler den vollständigen Schaden.
- Rüstungsstufen und Waffen-/Angriffsstufe werden verglichen. Wenn die Schadensstufe der Waffe (oder Kreatur) höher ist als die Rüstungsstufe, werden verschiedene Verlustkategorien gewählt. Wenn die Schadensstufe der Waffe oder des Angriffs hoch genug ist, um den Rüstungsschutz zu überwinden, können die Vorteile der Schadensreduzierung aufgehoben werden.
- Der Schaden wird berechnet. Wenn die Schadensstufe der Waffe (oder Kreatur) nicht höher ist als die Rüstungsstufe, wird die absolute Schadensreduzierung zuerst angerechnet. Dann folgt die relative Reduzierung (basierend auf dem prozentualen Schutz der Rüstungsart und Materialstufe), um den verbleibenden Schaden weiter zu verringern.
- Schadensverluste werden basierend auf der Schadensstufe angerechnet.
- The armor slot receiving the damage is selected. Each slot has a different chance to be selected (head = 20%, body = 50%, legs = 30%.) If the player has not equipped armor in the slot selected for damage, then the player receives full damage.
- Armor tier and weapon/attack damage tier are compared. The higher the attack tier is relative to the armor tier, the more damage is dealt, especially if the attack tier is higher than the armor tier. If the armor has high tier damage resistance, then the effects of an attack being a higher tier than the armor are reduced by half.
- Damage is calculated. Flat damage reduction is applied first. Then, percent protection is applied to further reduce the remaining damage.
Schutz
Es ist wichtig zu verstehen, wie die Rüstungswerte funktionieren. Jeder Rüstugnstyp (Improvisiert, Gambeson, Kette und Platte) hat grundlegende Werte-Modifikatoren. Ein vollständiges Set aus Eisenplatten verlangsamt dich genauso stark wie ein vollständiges Set aus Kupferplatten, aber Eisenrüstung hat eine höhere Haltbarkeit und hält daher länger als Kupferrüstung. Außerdem schützt Eisen mehr, weil ein Metall höherer Stufe eine höhere absolute Schadensverringerung und eine höhere relative Schadensverringerung besitzt. Des Weiteren schützt Rüstung, die aus Materialien höherer Stufen hergestellt ist, effektiver vor kraftvollen Angriffen von Waffen höherer Stufen. Allgemein ergeben Metalle höherer Stufen eine Rüstung mit höherem Schutz/höherer Haltbarkeit: Eisen hält länger und bietet eine höhere Schadensminderung im Vergleich mit Schwarzbronze, das allerdings eine höhere Haltbarkeit und höheren Schutz bietet als Kupfer. Rüstung ist ein Invest an Ressourcen, aber die Materialkosten kommen dem Spieler zugute.
It is important to understand how armor values function. Each type of armor (Improvised, Gambeson, Chain, Plate) have base stat modifiers. A full set of iron plate slows you down just as much as a full set of copper plate, but iron armor has more durability so it lasts longer than copper armor. Secondly, iron is "more protective" because a metal of a higher tier has a higher "Flat Damage Reduction" and a higher "Percent Protection". Also, armor constructed from higher tier materials protects more effectively against powerful attacks from higher tier weapons. Generally, higher tier metals make more protective/durable armor: iron is more durable and affords more damage reduction when compared to black bronze, which is more durable and protective than copper. Armor is an investment in resources, but the cost of materials returns value to the player.
Rüstungsarten
Holz
| Art | Vorteile | Nachteile | Hergestellt aus |
|---|---|---|---|
| Improvisiert |
Schutz: 55% |
Keine | Holz + Gras |
| Lamellenrüstung |
Schutz: 65% |
Heilungseffektivität: -10% |
Pelz, Harz, Holz |
| Image | Type | Upsides | Downsides (per piece) | Source |
|---|---|---|---|---|
| Improvised body armor |
Percent Protection: 55% |
None | Wood + Grass | |
| Lamellar armor |
Percent Protection: 65% |
Healing rate: -10% |
Pelt, Resin, Wood |
Hide
| Image | Type | Upsides | Downsides (per piece) | Source |
|---|---|---|---|---|
| Hide_armor |
Percent Protection: 55% Max warmth: 1,5°C |
Healing rate: -4% |
Rope, bone, bear pelt |
Leder
| Art | Vorteile | Nachteile | Hergestellt aus |
|---|---|---|---|
| Lederwams |
Schutz: 40% |
Keine | Leder |
| Lederrüstung |
Schutz: 60% |
Keine | Leder + Flachsschnur |
| Image | Type | Upsides | Downsides (per piece) | Source |
|---|---|---|---|---|
| Leather jerkin |
Percent Protection: 40% |
None | Leather only | |
| Leather armor |
Percent Protection: 60% |
None | Leather + Twine |
Leinen
| Art | Vorteile | Nachteile | Hergestellt aus |
|---|---|---|---|
| Gambeson |
Schutz: 70% |
Heilungseffizienz: -17% |
Leinen |
| Zugeschnittener gambeson |
Schutz: 75% |
Heilungseffizienz: -10% |
Tuch, Nähzeug |
| Image | Type | Upside | Downsides (per piece) | Source |
|---|---|---|---|---|
| Gambeson armor |
Percent Protection: 70% |
Healing rate: -17% |
Linen square | |
| Tailored gambeson armor Crafted only by the Tailor class |
Percent Protection: 75% |
Healing rate: -10% |
Cloth (plain or dyed), Sewing kit |
Nachteile Metallrüstungen
| Typ | Nachteile | Hergestellt aus |
|---|---|---|
| Lamellenrüstung |
Heilungsrate: -10% |
Pelz, Lamellen |
| Brigantinenrüstung |
Heilungsrate: -17% |
Lederwamsrüstung, Platte |
| Kettenrüstung |
Heilungsrate: -10% |
Lederwamsrüstung, Kettengeflecht |
| Schuppenrüstung |
Heilungsrate: -17% |
Kettenrüstung, Schuppe |
| Plattenrüstung |
Heilungsrate: -33% |
Kettenrüstung, Platte |
| Image | Type | Downsides (per piece) | Source | Metal cost |
|---|---|---|---|---|
| Lamellar armor |
Healing rate: -10% |
Pelt, Lamellae | 19 lamellae | |
| Brigandine armor |
Healing rate: -17% |
Jerkin, Plate | 26 ingots (13 plates) | |
| Chain_armor |
Healing rate: -10% |
Jerkin, Chain | 40 ingots (20 chains) | |
| Scale Armor |
Healing rate: -17% |
Chain armor, Scale | 52 ingots (20 chains, 12 scales) | |
| Plate_armor |
Healing rate: -33.34% |
Chain armor, Plate | 72 ingots (20 chains, 16 plates) |
Metallene Rüstung
| Armor Material | Tier | Lamellar | Brigandine | Chain | Scale | Plate (High Damage tier resistance) |
|---|---|---|---|---|---|---|
| Copper | 1 |
Percent Protection: 75% |
Percent Protection: 78%
Flat damage reduction: 1 |
Percent Protection: 80% |
Percent Protection: 84% |
Percent Protection: 90% |
| Gold | 1 | N/A | N/A |
Percent Protection: 82% |
N/A |
Percent Protection: 90% |
| Silver | 2 | N/A | N/A |
Percent Protection: 82% |
N/A |
Percent Protection: 92% |
| Bismuth Bronze | 2 |
Percent Protection: 76% |
Percent Protection: 79% |
Percent Protection: 81% |
Percent Protection: 85% |
Percent Protection: 94% |
| Tin Bronze | 2 |
Percent Protection: 77% |
Percent Protection: 80% |
Percent Protection: 82% |
Percent Protection: 86% |
Percent Protection: 92% |
| Black Bronze | 2 |
Percent Protection: 78% |
Percent Protection: 81% |
Percent Protection: 83% |
Percent Protection: 87% |
Percent Protection: 95% |
| Iron | 3 | N/A |
Percent Protection: 82% |
Percent Protection: 84% |
Percent Protection: 88% |
Percent Protection: 96% |
| Meteoric Iron | 3 | N/A |
Percent Protection: 82.5% |
Percent Protection: 84.5% |
Percent Protection: 88.5% |
Percent Protection: 96.2% |
| Steel | 4 | N/A |
Percent Protection: 84% |
Percent Protection: 86% |
Percent Protection: 90% |
Percent Protection: 97% |
Exklusive Rüstung
| Rüstungsart | Zerbrochen | Beschädigt | Makellos (Widerstand gegen hohe Schadensstufen) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Rüstung des Schwarzen Wächters | Schutz: 40%
Direkte Schadensreduzierung: 0.25LP
When it comes to armor, plate is the most protective and has the highest flat damage reduction: a player wearing a full set of steel plate armor should receive close to zero damage from most types of attack. But plate armor slows the player considerably and makes it difficult to use ranged weapons. Plate is also the most expensive to create, as it requires plates on top of chainmail, which is added to a leather jerkin. Please note: the leather jerkin is a component for Brigandine, Chain, Scale, and Plate armors, while the Leather Armor is a "finished armor". Both items can be worn as armor, but they offer very different protective values. One other thing to note is that the downsides of each armor listed are per piece, not for the whole set. If an armor in the tables above lists a -7% debuff to movement speed, when wearing all three pieces of that set the player will have a total debuff of -21% to movement speed. TechnischesDas Rüstungssystem ist äußerst kompliziert mit seinen acht Variablen für den Schutz jedes Rüstungsteils. Die wichtigsten Variablen sind der relative und absolute Schutz sowie die Schutzstufe. Diese drei Werte variieren am stärksten zwischen den Rüstungen. Die Variablen sind: The armor system is extremely complicated, with eight variables governing each armor piece's protection properties. The most important variables are percent protection, flat damage reduction, and protection tier. Those three numbers are most of what changes between armors. When a combat attack occurs, before any damage reduction is applied, the flat damage reduction and percent protection of the armor is reduced (not permanently, only for this attack) depending on:
For every tier of the attack that is lower than or equal to the armor's tier, a low amount of protection reduction will be added1 to the attack. For every tier of the attack that is higher than the armor's tier, a high amount of protection reduction will be added1 to the attack. If the armor has high damage tier resistance, then the high amount of protection reduction will be half as much as normal. The high amount mentioned above is 0.2 for flat damage reduction, and 15% for percent protection, for most armor types2. The low amount mentioned above is 0.1 for flat damage reduction, and 3% for percent protection, for most armor types2.
1 The protection reduction for flat protection is additive, but the percent protection is multiplicative and cumulative. This means if the attack is tier 3 and the armor is higher, the percent protection is reduced by 3% of it's original amount for the first tier, but then 3% of the remaining amount (not the original amount) for the next tier, and last of all by another 3% of the previous amount for the last tier, rather than simply 9% for 3 tiers. 2 The amount is halved for leather and sewn linen armors VeryGoodDog hat eine Tabelle aller Rüstungen gegen alle Drifter erstellt. EquationThe method used to calculate the final damage received by a player is relatively complex. To better understand how the game derives this value, consider the following equations. Initially, the effective damage is calculated by subtracting the Flat damage reduction (FDR) from the base Damage (D), then multiplying the result by one minus the Percent protection (PP): (D - FDR) × (1 - PP) Each entity is assigned a Damage tier (DT), while each piece of armor is assigned a corresponding Protection tier (PT). For every Damage tier less than or equal to the Protection tier, the system applies a Low flat damage reduction loss (LFDRL) and a Low percent protection loss (LPPL). Conversely, for each Damage tier that exceeds the Protection tier, a High flat damage reduction loss (HFDRL) and a High percent protection loss (HPPL) are applied: (D - FDR + LFDRL × min(DT, PT) + HFDRL × max(DT - PT, 0)) × × (1 - PP × (1 - LPPL)min(DT, PT) × (1 - HPPL)max(DT - PT, 0)) An additional modifier, known as High damage tier resistance (HDTR), may further influence the calculation. This boolean variable can be either enabled (HDTR = 1) or disabled (HDTR = 0). When enabled, it reduces the effect of both High flat damage reduction loss and High percent protection loss by half. When disabled, their values remain unchanged. The final equation, incorporating this modifier, is as follows: (D - FDR + LFDRL × min(DT, PT) + (1 - HDTR/2) × HFDRL × max(DT - PT, 0)) × × (1 - PP × (1 - LPPL)min(DT, PT) × (1 - (1 - HDTR/2) × HPPL)max(DT - PT, 0)) ExampleConsider a Corrupt drifter with 12 base damage and a Damage tier of 3 attacking a player equipped with Copper Lamellar armor. The armor provides the following values:
First, for the one Damage tier that is equal to the Protection tier (DT ≤ PT), the system applies a 0.1 LFDRL and a 3% LPPL. Then, for the two Damage tiers exceeding the Protection tier (DT > PT), it applies 2 × 0.2 HFDRL and two instances of 15% HPPL. The total adjusted Flat damage is calculated as follows: 12 − 0.5 + 0.1 + 2 × 0.2 = 12 This means the Flat damage reduction is fully neutralized by the cumulative Flat damage reduction loss. Next, the adjusted Percent protection is calculated by applying the Percent protection losses multiplicatively: 0.75 × (1 - 0.03) × (1 - 0.15) × (1 - 0.15) = 0.75 × 0.97 × 0.85 × 0.85 ≈ 0.526 Finally, the effective damage received by the player is: 12 × (1 − 0.526) = 12 × 0.474 ≈ 5.69 In a single-line format, the complete equation can be expressed as follows: (D - FDR + LFDRL × min(DT, PT) + (1 - HDTR/2) × HFDRL × max(DT - PT, 0)) × × (1 - PP × (1 - LPPL)min(DT, PT) × (1 - (1 - HDTR/2) × HPPL)max(DT - PT, 0)) =
= (12 - 0.5 + 0.1 × min(3, 1) + (1 - 0/2) × 0.2 × max(3 - 1, 0)) ×
× (1 - 0.75 × (1 - 0.03)min(3, 1) × (1 - (1 - 0/2) × 0.15)max(3 - 1, 0)) =
= (12 - 0.5 + 0.1 × 1 + 0.2 × 2) × (1 - 0.75 × 0.971 × 0.852) ≈
≈ (12 - 0) × (1 - 0.526) =
= 12 × 0.474 =
= 5.69
ComparisonThe table below provides a comprehensive overview of all armor protection modifiers, static modifiers, and durability values. Additionally, for each armor type, the final damage received and the resulting percentage of protection were calculated against various Drifter types, each characterized by distinct damage values and damage tiers.
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