Talk:Armor calculation
Special Armor and September Flux[edit]
Without this flux, I don't think it was possible to reach sub-zero armour from the base of 60 with armour penalties alone (Healing Signet/Barbed Arrows + Shadowy Burden give -60), but it's very easy to test the fact that you can go below 0 armour; simply take off all your armour and go to the Isle of Nameless and let yourself get hit for 283. Then repeat whilst activating Healing Signet to get hit for 566. In the PvP version of IotN, getting hit whilst activating Healing Signet results in 800 damage corresponding to a -120 armour change from the 60 base (-60 from no armour, -20 from flux, -40 from Heal Sig). Testing whether or not you could go below -60 from the Special Armor bonuses would require the use of Shadowy Burden under this flux and that cannot be done in the IotN; you'd be required to test in a scrimmage match with a friend. - Xenomortis 00:43, 2 September 2011 (UTC)
- Before this flux, it was not possible to go below 0 armor at all. Since the flux, the Special armor penalties can lower your armor below 0. I submitted this at the bug report forum, it's an intended side-effect: "Thanks for bringing this up Judge, as I’m sure several players are probably curious about the new Flux. The functionality you described is actually intended. We wanted Massive Damage to do live up to its name, and as long as nothing crashes and damage is calculated correctly with negative armor, this is fine by us. Now get out there and do some Damage… Massively!" udas 10:57, 2 September 2011 (UTC)
critical hit as armor penalty?[edit]
Are critical hits really calculated as an armor penalty instead of a damage multiplier? Has this been tested against a suitable target before editing, or is there a reliable source somewhere? Tub 22:54, 29 February 2012 (UTC)
- I saw the edit and thought about it. The problem is that there's no real way to test it at the moment, because of the mechanic introduced with the Massive Damage flux. Before that flux, even Special armor penalties could not lower your armor under 0. If that were still in place, we could have checked if critical hits were a Special armor penalty instead of a damage multiplier by seeing if the damage increased when wearing 0 armor. However, since the flux Special armor can lower your armor below 0, effectively removing the possibility of seeing a difference between a damage multiplier and a Special armor penalty. udas 23:29, 29 February 2012 (UTC)
- Using a Hammer with Wild Blow at 12 Hammer Mastery and 15 Strength against a 60 armor target I could at least check that it is not a Bonus armor penalty, because the effect of a Critical hit was calculated after the effect of Armor Penetration (which is not the case with Bonus armor penalties). So, it is definitely either a Special armor penalty or a damage multiplier, but I don't see a way to test the difference. udas 17:58, 1 March 2012 (UTC)
- If we try to keep the terminology/concept the same as damage calculation and critical hit, it would be an armor reduction. I personally don't like it, but since there is no real term for "Attack rating", a reduction in armor level is the best way to explain it. --JonTheMon 19:40, 1 March 2012 (UTC)
- True. Critical hits result in a Special armor penalty of 20, except for Critical hits with Scythes, which result in a Special armor penalty of 5. udas 20:43, 1 March 2012 (UTC)
- If we try to keep the terminology/concept the same as damage calculation and critical hit, it would be an armor reduction. I personally don't like it, but since there is no real term for "Attack rating", a reduction in armor level is the best way to explain it. --JonTheMon 19:40, 1 March 2012 (UTC)
- Using a Hammer with Wild Blow at 12 Hammer Mastery and 15 Strength against a 60 armor target I could at least check that it is not a Bonus armor penalty, because the effect of a Critical hit was calculated after the effect of Armor Penetration (which is not the case with Bonus armor penalties). So, it is definitely either a Special armor penalty or a damage multiplier, but I don't see a way to test the difference. udas 17:58, 1 March 2012 (UTC)
Weapon Inscription are bugged and not stacking[edit]
- Just did a lot of tests using Weapon Inscriptions for Gear... They do NOT stack... They apply their bonus in the same pool as abilities, meaning they cap against the +25 Armor Rule. Basically the +5 Armor from "Of Defense" for Weapons are applied against Armor Buffs from Skills. Note I also tested Armor buffs from Armor Inscription and Shields, working as intended. Also, probably common knowledge but confirming... If you don't meet the stat requirement for shields. Inscription still have full Armor effect.
- Test Method was getting repeatedly bombed in Isle of Nameless, as Trebuchet do consistent damage. 47.201.245.26 20:33, 20 February 2022 (UTC)
- More Info... Off Hands with the +10 Armor Inscriptions work fine. HOWEVER! Off Hands with the +5 Armor Inscriptions are also bugged and not stacking properly. 47.201.245.26 21:03, 20 February 2022 (UTC)