Armor: Difference between revisions

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'''Armor''' is used to protect the player from damage. There are many different kinds of armor that can be made of many different materials, from wood, all the way to [[iron]] plates. Each kind of armor gives small, or not so small, debuffs to things like movement speed or hunger rate. While each material provides increased protection and resistance.
'''Armor''' is used to protect the player from damage. There are many different kinds of armor that can be made of many different materials, from wood, all the way to [[iron]] plates. While each material provides increased protection and resistance, each kind of armor gives small, or not so small, debuffs to things like movement speed or hunger rate.  


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== Obtaining ==
== Obtaining ==
All armor is accessible via crafting. Most metal armors have components made by [[smithing]], except lamellae are cast. Three armor types: Improvised (from grass and wood), Leather (from twine and leather) and Gambeson (from linen cloth) do not require metal.
All armor is accessible via crafting. Four non-metal armor types: Improvised, Wood Lamellae, Leather, and Gambeson do not require metal. The four metal armors Brigandine, Chain, Scale and Plate require metal plate and chain components crafted by [[smithing]]. The fifth type of metal armor, Lamellar, is made by casting Lamellae, which can only be constructed from metals that can be worked using the crucible, including copper and bronze.  


=== Basic Armor Mechanics ===
=== Basic Armor Mechanics ===
The purpose of armor is protection. However, the armor model in Vintage Story is somewhat complex, with armor and damage tiers, relative and flat damage protection, and relative and flat damage loss by tier.  
The purpose of armor is protection. However, the armor model in Vintage Story is somewhat complex, with armor and damage tiers, relative and flat damage protection, and relative and flat damage loss by tier.  


# Armor does not protect players from damage taken outside of combat, i.e. from falling or starving.
* Armor does not protect players from damage taken outside of combat, i.e. from falling or starving.
# When a combat attack on a player is made, 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 play received full damage.
* A full suit of armor includes three equipped components: Head, Body and Legs.
# Armor tier and weapon/attack damage tier are compared. If the damage tier of the weapon (or mob) is higher than the armor tier, different sets of losses are chosen.
 
# The damage losses are applied based on the damage tier. If the damage tier is high enough, all protection from the armor could be negated.
==== When a combat attack on a player occurs ====
# When calculating damage, Flat damage reduction is applied first. Then relative reduction is applied based on percent protection from the armor type.
# 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. If the damage tier of the weapon (or mob) is higher than the armor tier, different sets of losses are chosen. If the damage tier of the weapon or attack is high enough to overpower the armor protection, then damage reduction benefits could be negated.
# Damage is calculated. If the damage tier of the weapon (or mob) is not higher than the armor tier: Flat damage reduction is applied first. Then, relative reduction (based on the percent protection granted by the armor type and material tier) is applied to further reduce the remaining damage.  
# Damage losses are applied based on the damage tier.
 


== Protection ==
== Protection ==
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