Armor: Difference between revisions
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Different materials may be made into different types of armors. The materials used affects the durability of the armor. So even if | Different materials may be made into different types of armors. The materials used affects the durability of the armor. So even if a player doesn't have the desired material at the moment, players can choose an armor type that matches the material resources obtained. | ||
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Revision as of 20:04, 20 January 2020
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.
Obtaining
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
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.
- 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, rarer and higher tier metals make better armor, iron is better than black bronze which is better than copper. So it's worth your resources to make good armor.
Types of Armor
When it comes to armor, plate is the most protective and has the highest flat damage reduction, and the most expensive, 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.
Armor Type | Flat Damage Reduction (HP) | Relative Protection (%) | Healing Rate | Hunger Rate | Ranged Accuracy | Ranged Charge | Movement Rate | High Damage? |
---|---|---|---|---|---|---|---|---|
Leather Jerkin | 0.25 | 40% | 0% | 0% | 0% | 0% | 0% | No |
Improvised (Wood) | 0 | 55% | 0% | 0% | 0% | 0% | 0% | No |
Leather Armor | 0.6 | 60% | 0% | 0% | 0% | 0% | 0% | No |
Lamellar (Wood) | 0.5 | 65% | -10% | +8% | -3% | -7% | -3% | No |
Gambeson (Cloth) | 0.75 | 75% | -17% | +3% | 0% | 0% | -2% | Yes |
Lamellar (Metal) | 0.5-1.1 | 75%-80% | -10% | +8% | -3% | -7% | -3% | No |
Brigandine | 1.0-1.3 | 78%-84% | -17% | +12% | -7% | -14% | -5% | No |
Chain | 1.1-1.4 | 80%-86% | -10% | +7% | -3% | -6% | -3% | No |
Scale | 1.3-1.6 | 84%-90% | -17% | +12% | -10% | -20% | -7% | No |
Plate | 1.5-1.8 | 90%-97% | -33% | +24% | -10% | -20% | -17% | Yes |
Armor Tiers and Durability
Non-Metal Armors
Armor | Material | Protection Tier | Durability |
---|---|---|---|
Improvised | Wood + Grass | 0 | 75 |
Wood Lamellar | Pelt, Resin, Wood | 0 | 200 |
Leather Jerkin | Leather only | 1 | 250 |
Leather Armor | Leather + Twine | 1 | 700 |
Gambeson (Cloth) | Linen Cloth | 2 | 1000 |
Metal Armors
Different materials may be made into different types of armors. The materials used affects the durability of the armor. So even if a player doesn't have the desired material at the moment, players can choose an armor type that matches the material resources obtained.
Armor Material | Tier | Lamellar | Brigandine | Chain | Scale | Plate |
---|---|---|---|---|---|---|
Copper | 1 | 300 | 900 | 600 | 800 | 500 |
Gold | 1 | N/A | N/A | 400 | N/A | 500 |
Bismuth Bronze | 2 | 350 | 1050 | 650 | 1150 | 900 |
Black Bronze | 2 | 450 | 1200 | 750 | 1350 | 1200 |
Tin Bronze | 2 | 400 | 1100 | 700 | 1200 | 1000 |
Silver | 2 | N/A | N/A | 500 | N/A | 1000 |
Iron | 3 | N/A | 1300 | 800 | 1400 | 2200 |
Steel | 4 | N/A | 1500 | 900 | 1600 | 3000 |