防具
防具はプレイヤーをダメージから守るために使われます。防具には様々な種類があり、木から鉄まで様々な素材を使って作ることができます。それぞれの素材で防御力や耐性が高まる一方で、鎧の種類によっては移動速度や空腹度などに小さな、あるいはそれほど小さくないデバフがかかります。
入手方法
すべての防具はクラフトで入手できます。金属を使わない防具は4種類、即席のアーマー、木のラメラー、レザー、ギャンベゾンがあります。4種類の金属の防具、ブリガンダイン、チェーン、スケイル、プレートは、鍛冶でクラフトする金属プレートやチェーンが必要です。5種類目の金属鎧のラメラーは、銅や青銅などの金属をるつぼで加工して鋳造する薄板で作ります。
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.
基本的な防具のメカニクス
防具の目的は防御です。しかしVintage Storyの防具モデルは、防具とダメージのティア、相対的および一定のダメージ防御、ティアによる相対的および一定のダメージ減少など、やや複雑です。
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.
- 防具は戦闘以外のダメージ、例えば落下や飢餓からは守ってくれません。
- 一式の防具は、頭、体、脚の3つの装備からなります。
プレイヤーへの戦闘攻撃が発生した場合
- ダメージを受ける防具スロットが選択されます。各スロットごとに選択される確率が異なります(頭部=20%、胴体=50%、脚部=30%)。ダメージを受けるスロットに防具を装備していない場合は、すべてのダメージを受けます。
- 防具ティアと武器/攻撃のダメージティアが比較されます。武器(または生き物)のダメージティアが防具ティアよりも高い場合、異なる損失セットが選択されます。武器や攻撃のダメージティアが防具の守りを圧倒するほど高い場合、ダメージ減少の効果が無視される可能性があります。
- ダメージが計算されます。武器(または生き物)のダメージティアが防具ティアよりも高くない場合、最初に一定のダメージ減少が適用されます。その後、相対的な減少(防具の種類と素材のティアによって与えられる割合防御に基づく)が適応され、残ったダメージをさらに減らします。
- ダメージティアに基づくダメージ喪失が適用されます。
- 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.
防御
防具の数値がどのように機能するかを理解することは重要です。鎧の種類(即席のアーマー、ギャンベゾン、チェーン、プレート)にはそれぞれ基本のステータス修正があります。鉄のプレートのフルセットは銅のプレートと同じだけ動きが遅くなりますが、鉄の防具は耐久性が高く、銅の防具よりも長持ちします。次に、鉄は高ティアなため「一定のダメージ軽減」と「相対的な防御による軽減率」が高く、それによって「より防御力が高く」なっています。また、高ティアの素材で作られた防具は、高ティアの武器による強力な攻撃を効果的に防御することができます。一般的に、高ティアの金属ほど、より防御力/耐久力の高い防具を作ることができます。鉄は黒青銅よりも耐久性とダメージ軽減量が高く、黒青銅は銅よりも耐久性と防御力が高くなっています。防具を作るにはリソースを投資する必要がありますが、それに見合うだけのリターンがあります。
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 "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 square | |
Tailored gambeson Crafted only by the Tailor class |
Protection: 75% |
Healing rate: -10% |
Cloth (plain 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 | 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.
技術的な情報
防具のシステムは非常に複雑で、8つの変数が各防具の防御特性を決定します。最も重要な変数は、相対的な防御力と一定の防御力、そして防御ティアです。この3つの数値が、防具ごとの変化のほとんどを占めています。 すべての変数は以下の通りです。
- 相対的な防御力
- 高ティアのダメージに対する、ティアごとの相対的な防御力の損失
- 低ティアのダメージに対する、ティアごとの相対的な防御力の損失
- 一定のダメージ低減
- 高ティアのダメージに対する、ティアごとの一定のダメージ低減の損失
- 低ティアのダメージに対する、ティアごとの一定のダメージ低減の損失
- 高ティアダメージに対する抵抗
- 防御ティア
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% |
VeryGoodDog氏が、すべてのドリフターに対するすべての防具の性能をスプレッドシートにまとめています。
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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