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Armor penetration can come from the Warrior's [[Strength]] attribute, weapon upgrades, or skill properties. Some of them simply ''have'' x% armor penetration, whereas others provide +y% armor penetration. Pick the highest x (if none, use 0), and add all the y's to it to obtain the net armor penetration (NAP). Note that '''NAP''' is a real number between 0 and 1; remember to divide percentage values by 100 (20% → 0.2, etc.). | Armor penetration can come from the Warrior's [[Strength]] attribute, weapon upgrades, or skill properties. Some of them simply ''have'' x% armor penetration, whereas others provide +y% armor penetration. Pick the highest x (if none, use 0), and add all the y's to it to obtain the net armor penetration (NAP). Note that '''NAP''' is a real number between 0 and 1; remember to divide percentage values by 100 (20% → 0.2, etc.). | ||
[[Category: | [[Category:Spielmechanik]] |
Version vom 9. April 2007, 08:56 Uhr
Dieser Artikel befasst sich mit Fertigkeiten und Ausrüstungsgegenständen, die den Rüstungswert beeinflusssen, sowie mit Schutz und Wirkungen von Rüstungen. Infos über die von Charakteren getragenen Ausrüstungsstücken findet ihr unter Rüstung.
Beschreibung
Der Rüstungswert eines Charakters ist eine Maßeinheit dafür, wie gut geschützt er gegen Schaden ist. Nähere Informationen, wie sich die Rüstungswirkung auf den Schaden auswirkt, findet ihr auch auf der Schadenseite. Grundsätzlich gilt, 40 Punkte mehr (weniger) beim effektiven Rüstungswert halbiert (verdoppelt) den normalen Schadenswert.
Es gibt zwei unterschiedliche Typen der Rüstungswirkung bei der Ausrüstung:
- Der Grundrüstungswert schützt vor Schden aus allen angreifenden Quellen. Diese Rüstungswirkung steht als weißer Text im Format "Rüstung: 70" auf allen Rüstungsteilen und Schilden.
- Bonusrüstungswerte beziehen sich immer auf Schaden aus bestimmten Quellen. Diese Rüstungswirkung steht als farbiger Text im Format "Rüstung +10 (gegen Stichschaden)".
Viele Rüstungen, Schilde und Foki können zusätzlich Bonusrüstungswerte haben.
Zusätzlich zur Ausrüstung gibt es viele Fähigkeiten, die die Rüstungswirkung der Gegner, der Verbündeten oder einem selbst beeinflussen. Ausserdem verbessern einige Ausrüstungsgegenstände oder Fähigkeiten die Rüstungsdurchdringung, was die Rüstungswirkung der Feinde reduzieren kann.
Rüstungsmodifizierer
Armor sets
- See Armor Types for the armor ratings on armor sets.
- Any armor rating on a piece of armor only affects the location the piece of armor is covering.
Shields and focus items
- Shields may have a maximum of 16 base armor.
- Some focus items have +5 base armor under certain conditions, such as while enchanted.
- Some shields and can have up to +10 bonus armor versus a specific damage type or species.
- Any armor rating on a shield or focus item is applied, regardless of the location hit.
Weapon upgrades
- Weapon upgrades of Defense, Shelter, and Warding all provide increased armor. Staves can also have Defensive upgrades along with the aforementioned upgrades.
- Sundering weapon upgrades give you a chance of having armor penetration against your enemies' armor.
Weapon modifiers
- Some weapons have a -10 armor (while attacking) modifier as a penalty for damage +15% always.
Skills
- See the armor skills quick reference for a listing of skills which modify armor rating.
Armor Rating
The Effective Armor Rating depends on the Base Armor Rating (BaseAR), AR Shifter (ARShift), and Net Armor Penetration (NAP).
- EffAR = BaseAR × (1 - NAP) + ARShift
Each attack randomly hits one of the various body locations. The probablity of hitting each location is generally believed to be proportional to the relative armor costs for the same level of armor. In which case, the probablities would be:
- Chest - 3/8
- Legs - 2/8
- Head - 1/8
- Hands - 1/8
- Feet - 1/8
However, it is also believed that certain attack skills and spells have a bias in which body part they are more likely to hit. Relative positioning of the attacker and target may also affect which part is more likely to be hit. It has been shown that projectile attacks/spells either never, or extremely rarely (experimentally unobserved), hit the hands.
The Armor Rating of the piece corresponding to the location attacked is used as the BaseAR, while any bonuses on that armor contributes to ARShift. Certain armor are described as having a negative bonus of Holy Damage you receive is increased by 5, which function regardless of hit location and stacking.
Primary and secondary weapons, as well as skills, may also modify the armor value. They are added to the ARShift regardless of which body location was hit.
Armor penetration can come from the Warrior's Strength attribute, weapon upgrades, or skill properties. Some of them simply have x% armor penetration, whereas others provide +y% armor penetration. Pick the highest x (if none, use 0), and add all the y's to it to obtain the net armor penetration (NAP). Note that NAP is a real number between 0 and 1; remember to divide percentage values by 100 (20% → 0.2, etc.).