Couple Armor Questions

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macil22
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Joined: Sun May 17, 2009 12:27 pm

Couple Armor Questions

Post by macil22 »

It is my understanding that armor can be stacked but only the highest AR piece will count for each body part. Also that a chainmail tunic will protect the arms if no armor is used specifically on the arms. Since chain has higher AR than ringmail would there be any benefit to wearing ringmail arms if you have a chainmail tunic?

I was wondering if the piece of armor whose AR value is used is the piece of armor that takes damage. It seems like that should be obvious but if it is not how it works then you could use cheap ring arms to make a chain tunic last longer. I could picture the developers coding the highest AR piece to be used for damage calculation but using the top most piece for armor degradation.

*edit*
My second question is about foot armor. This page http://www.uosecondage.com/stratics/armor.html lists leggings as Legs/Feet. Do studded, chain, ring etc leggings actually protect the feet? If so I guess my same question above would apply to wearing boots.

Third question is about mage protect spell. Does the 10 AR act as a layer or does it add effective AR to the highest AR piece for each body part. If it adds effective armor then a mage with a cape and protect spell can have 21 AF for the torso, not too shabby.

Since no one responded yet i'll add a fourth question. How much AR is added to a GM piece of armor. Are there also durability bonuses to GM gear? What magic level is needed for both weapons and armor to make them atleast as good as GM?

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Derrick
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Re: Couple Armor Questions

Post by Derrick »

macil22 wrote:It is my understanding that armor can be stacked but only the highest AR piece will count for each body part. Also that a chainmail tunic will protect the arms if no armor is used specifically on the arms. Since chain has higher AR than ringmail would there be any benefit to wearing ringmail arms if you have a chainmail tunic?

I was wondering if the piece of armor whose AR value is used is the piece of armor that takes damage. It seems like that should be obvious but if it is not how it works then you could use cheap ring arms to make a chain tunic last longer. I could picture the developers coding the highest AR piece to be used for damage calculation but using the top most piece for armor degradation.
The item that provides the ar will take the damage too. The only real advantage is having a backup piece in place in case the other layer breaks. Note that there is a problem (that I belive is related to a layer change in the client) that prevents you from wearing plate and chain at the same time currently. I do have a plan to correct this soon. It was working for a while here, but it was through a bastardization of some of the layers of other items with did not work very well, so we reverted until we could create a cleaner implementation.
macil22 wrote:My second question is about foot armor. This page http://www.uosecondage.com/stratics/armor.html lists leggings as Legs/Feet. Do studded, chain, ring etc leggings actually protect the feet? If so I guess my same question above would apply to wearing boots.
Currently leg armor does not protect the feet. I actually never noticed this anomaly in that table, so it's not implemented. I'll look into this further. Currently the only armor that protects multiple layers is the chain tunic, jesters suit, and the fancy shirt.
macil22 wrote:Third question is about mage protect spell. Does the 10 AR act as a layer or does it add effective AR to the highest AR piece for each body part. If it adds effective armor then a mage with a cape and protect spell can have 21 AF for the torso, not too shabby.
The "virtual armor" from that spell is apportioned as a bonus to each location based on the AR ratio for that layer. It's pretty good armor, but it doesn't add 10 to each loaction, only in total.
macil22 wrote:Since no one responded yet i'll add a fourth question. How much AR is added to a GM piece of armor. Are there also durability bonuses to GM gear? What magic level is needed for both weapons and armor to make them at least as good as GM?
For armor and clothing, exceptional is 20% ar bonus. For weapons, exceptional is a little bit better than Might damage wise. All exceptional weapons and armor get a 20HP durability bonus.

There is a discussion in another thread regarding Vendor Default Pricing which indicates that these values should be variable somewhat, but currently they are not.

macil22
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Joined: Sun May 17, 2009 12:27 pm

Re: Couple Armor Questions

Post by macil22 »

Cool, all questions answered by the man himself. :D

Thanks, Derrick.

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