Armor/fr: Difference between revisions
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(Created page with "Toutes les armures peuvent être fabriquées avec la grille d'artisanat. Il y a 4 types d'armures non métalliques : Improvisée, Lamellaire (Bois), Cuir et Cuir pourpointé qui ne nécessitent aucun composant métallique. Les armures métalliques lamellaires, sont fabriquées en versant du métal fondu dans des moules à lamelles à partir de métaux fondus dans un creuset, comme le cuivre ou le bronze. Les 4 autres armures métalliques sont : B...") |
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== Obtention== | == Obtention== | ||
Toutes les armures peuvent être fabriquées avec la grille d'artisanat. Il y a 4 types d'armures non métalliques : Improvisée, Lamellaire (Bois), Cuir et Cuir pourpointé qui ne nécessitent aucun composant métallique. Les armures métalliques lamellaires, sont fabriquées en versant du [[casting|métal fondu]] dans des moules à lamelles à partir de métaux fondus dans un [[crucible|creuset]], comme le cuivre ou le bronze. Les 4 autres armures métalliques sont : Brigandine, Cotte de mailles, Écailles et Plate. Celles-ci nécessitent des composants comme des mailles ou des plaques fabriquées par [[smithing|forgeage]]. | |||
=== Basic Armor Mechanics === | === Basic Armor Mechanics === |
Revision as of 07:16, 4 June 2023
L'armure est utilisée pour protéger le joueur contre les dommages. Il existe de nombreux types d'armures différentes qui peuvent être fabriquées à partir de différents matériaux, du bois aux plaques d'acier. Alors que chaque matériau offre une protection et une résistance accrues, chaque type d'armure donne de petits ou de gros malus à certaines choses comme la vitesse de déplacement ou le taux de faim.
Obtention
Toutes les armures peuvent être fabriquées avec la grille d'artisanat. Il y a 4 types d'armures non métalliques : Improvisée, Lamellaire (Bois), Cuir et Cuir pourpointé qui ne nécessitent aucun composant métallique. Les armures métalliques lamellaires, sont fabriquées en versant du métal fondu dans des moules à lamelles à partir de métaux fondus dans un creuset, comme le cuivre ou le bronze. Les 4 autres armures métalliques sont : Brigandine, Cotte de mailles, Écailles et Plate. Celles-ci nécessitent des composants comme des mailles ou des plaques fabriquées par forgeage.
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.
- Armor does not protect players from damage taken outside of combat, i.e. from falling, starving or poisoning.
- A full suit of armor includes three equipped components: Head, Body and Legs.
When a combat attack on a player occurs
- 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
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.
Types of Armor
Wood
Image | Type | Upsides | Downsides | Source |
---|---|---|---|---|
Improvised |
Protection: 55% |
None | Wood + Grass | |
Lamellar (Wood) |
Protection: 65% |
Healing rate: -10% |
Pelt, Resin, Wood |
Leather
Image | Type | Upsides | Downsides | Source |
---|---|---|---|---|
Jerkin |
Protection: 40% |
None | Leather only | |
Leather |
Protection: 60% |
None | Leather + Twine |
Cloth
Image | Type | Upside | Downside | Source |
---|---|---|---|---|
Gambeson |
Protection: 70% |
Healing rate: -17% |
Linen Cloth | |
Tailored gambeson |
Protection: 75% |
Healing rate: -10% |
Linen Cloth or Dyed, Sewing kit |
Metal based Armor Debuffs
Image | Type | Downside | Source |
---|---|---|---|
Lamellar |
Healing rate: -10% |
Pelt, Lamellar | |
Brigandine |
Healing rate: -17% |
Jerkin, Plate | |
Chain |
Healing rate: -10% |
Jerkin, Chain | |
Scale |
Healing rate: -17% |
Chain armor, Scale | |
Plate |
Healing rate: -33% |
Chain armor, Plate |
Metal based armor
Armor Material | Tier | Lamellar | Brigandine | Chain | Scale | Plate (High Damage tier resistance) |
---|---|---|---|---|---|---|
Copper | 1 |
Protection: 75% |
Protection: 78%
Flat reduction HP: 1 |
Protection: 80% |
Protection: 84% |
Protection: 90% |
Gold | 1 | N/A | N/A |
Protection: 82% |
N/A |
Protection: 90% |
Silver | 2 | N/A | N/A |
Protection: 82% |
N/A |
Protection: 92% |
Bismuth Bronze | 2 |
Protection: 76% |
Protection: 79% |
Protection: 81% |
Protection: 85% |
Protection: 94% |
Tin Bronze | 2 |
Protection: 77% |
Protection: 80% |
Protection: 82% |
Protection: 86% |
Protection: 92% |
Black Bronze | 2 |
Protection: 78% |
Protection: 81% |
Protection: 83% |
Protection: 87% |
Protection: 95% |
Iron | 3 | N/A |
Protection: 82% |
Protection: 84% |
Protection: 88% |
Protection: 96% |
Meteoric Iron | 3 | N/A |
Protection: 82% |
Protection: 84% |
Protection: 88% |
Protection: 96% |
Steel | 4 | N/A |
Protection: 84% |
Protection: 86% |
Protection: 90% |
Protection: 97% |
Exclusive Armor
Image | Armor Type | Broken | Damaged | Pristine (High Damage tier resistance) |
---|---|---|---|---|
Blackguard | Protection: 40%
Flat Reduction HP: 0.25 Protection Tier: 1 Healing rate: -17% |
Protection: 75%
Flat Reduction HP: 0.5 Protection Tier: 1 Healing rate: -18% |
Protection: 96%
Flat Reduction HP: 1.7 Protection Tier: 3 Healing rate: -20% | |
Forlorn Hope | Protection: 40%
Flat Reduction HP: 0.25 Protection Tier: 1 Healing rate: -17% |
Protection: 90%
Flat Reduction HP: 1.5 Protection Tier: 1 Healing rate: -17% |
Protection: 96%
Flat Reduction HP: 1.7 Protection Tier: 3 Healing rate: -17% |
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
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:
- Protection tier
- Relative protection
- Per tier relative protection loss for high damage tier
- Per tier relative protection loss for low damage tier
- Flat damage reduction
- Per tier flat damage reduction loss for high damage tier
- Per tier flat damage reduction loss for low damage tier
- Relative protection
- High damage tier resistant
Protection tier
Relative Protection Loss
Levels of Protection | ||||||
---|---|---|---|---|---|---|
Levels of Damage | 0 | 1 | 2 | 3 | 4 | |
1 | -18% | -6% | -6% | -6% | -6% | |
2 | -33% | -21% | -9% | -9% | -9% | |
3 | -48% | -36% | -24% | -12% | -12% | |
4 | -63% | -51% | -39% | -27% | -15% |
Flat Damage Reduction
Levels of Protection | ||||||
---|---|---|---|---|---|---|
Levels of Damage | 0 | 1 | 2 | 3 | 4 | |
1 | -20% | -10% | -10% | -10% | -10% | |
2 | -40% | -30% | -20% | -20% | -20% | |
3 | -60% | -50% | -40% | -30% | -30% | |
4 | -80% | -70% | -60% | -50% | -40% |
High damage tier resistant
High Damage Tier Protection halves the 15% protection loss.(It fully works with the Steel Plate Armor.)
VeryGoodDog has compiled a spread sheet of all armors against all drifters.
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