Armor: Difference between revisions

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== Obtaining == <!--T:3-->
== Obtaining == <!--T:3-->


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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.  
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 === <!--T:4-->
=== Basic Armor Mechanics === <!--T:4-->


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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.  


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==== When a combat attack on a player occurs ==== <!--T:6-->
==== When a combat attack on a player occurs ==== <!--T:6-->


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# 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.
# 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.
# 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.
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== Protection == <!--T:7-->
== Protection == <!--T:7-->


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It's 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 "Relative Protection" reduction percentage. 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.  
It's 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 "Relative Protection" reduction percentage. 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.  


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==== Wood ==== <!--T:20-->
==== Wood ==== <!--T:20-->


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{| class="wikitable" style="width: 800px;"
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==== Leather ==== <!--T:21-->
==== Leather ==== <!--T:21-->


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{| class="wikitable" style="width: 800px;"
{| class="wikitable" style="width: 800px;"
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==== Cloth ==== <!--T:22-->
==== Cloth ==== <!--T:22-->


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{| class="wikitable" style="width: 800px;"
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==== Metal based Armor Debuffs ==== <!--T:23-->
==== Metal based Armor Debuffs ==== <!--T:23-->


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{| class="wikitable" style="width: 800px;"
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==== Exclusive Armor ==== <!--T:26-->
==== Exclusive Armor ==== <!--T:26-->


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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.
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.


== Technical == <!--T:14-->
== Technical == <!--T:14-->


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The armor system is extremely complicated, with eight variables governing each armor piece's protection properties. The most important variables are relative and flat protection, and protection tier. Those three numbers are most of what changes between armors.
The armor system is extremely complicated, with eight variables governing each armor piece's protection properties. The most important variables are relative and flat protection, and protection tier. Those three numbers are most of what changes between armors.
In total the variables are:
In total the variables are:
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==== Relative Protection Loss ==== <!--T:41-->
==== Relative Protection Loss ==== <!--T:41-->


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==== Flat Damage Reduction ==== <!--T:42-->
==== Flat Damage Reduction ==== <!--T:42-->


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=== High damage tier resistant === <!--T:15-->
=== High damage tier resistant === <!--T:15-->


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High Damage Tier Protection halves the 15% protection loss.(It fully works with the Steel Plate Armor.)
High Damage Tier Protection halves the 15% protection loss.(It fully works with the Steel Plate Armor.)