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Im a bit confused how armor works in this game.
Lets say I'm wearing leather armor... it has an absorption of 10% .... so if a monster hits me for 20 damage, I only take 18 instead of 20 (10% of 20 damge = 2).
However, lets say I have a total armor factor of 75.... how much less damage do I take? How much does armor factor reduce damage by?
I ask because with my level 9 paladin, he has a chant that gives him 33 bonus armor factor... however, I tested to see how good it was by letting a monster hit me... I let it hit me about 10 times, and each time it did somewhere between 10-12 damage each time... never more, never less.
Then I activated the chant that gave me 33 more armor factor... and let it hit me 10 more times... there was almost no change... almost every single hit did between 10-12 damage... only once did I take 9 damage instead.
So how much does armor factor really influence the damage i take?
Comments
Well, for one I would say that levl 9 is probably a bit too low to draw conlusion about the armor system. There are also several factaors, that you probably didnt take into account.
quality: on lvl 9 your armor most like had a quality of around 90% ? dunno exactly the stats of the starter-quest stuff. That means it is only 90% effective compared to a masterpiece-armor (100%) of the same af-factor.
Resists: Beside the af-factor also your resists against a certain dmg-type play a big role.
vulnerability: each armor-type is vulneable against a specific dmg-type (slash/thrust/crush). Platearmor, for example, is vulnerable against crushing weapons. Being hit by a hammer will deal more dmg than being hit by a sword (even if weaponspeed and stats are the same).
You will certainly notice a huge difference between armor and no-armor on lvl 50, including AF-chant effects etc. I guess lvl 9 is just too low to see any big effects.
On lvl 50, with a MP armor set, af-shield and cleric-af-buff /af-chant a paladin has an AF-factor of around 900 (?) and an absorption of 35%. Lighttaks, for example, have something around 500-600af and 15% absorption (might got the exact values wrong, but its about correct). Believe me, that makes a big difference dmg-wise.
I am not 100% sure what the overall af-value stands for as the combat system uses hit-zones. If you dont wear a helmet and take a hit to the head you will get a lot more dmg than with a helmet equipped - even if you wear a wtf-uber-glowing-100%-1000af-breastplate
Here is another piece of information on af:
clicky
Ok here's how armor works:
Armor factor has zero, zip, nada to do with how much damage is absorbed by your armor. Armor factor is, specifically, how hard you are to HIT. The higher your Armor Factor the harder you are to hit.
Armor factor is the total of all Armor Factor items/spells/abilities affecting you. That total number is what is used to determine how hard you are to hit.
If the enemy hits you the game determines WHERE they hit you. The location they hit you in is then checked against any ABSORB you have on that area. If you get hit in the arm and you, for whatever reason, don't have SLEEVES on, you won't gain any benefit from having a chest piece on with 25% absorb. However, if you have sleeves on their absorb value will be applied to the damage done to you, reducing it by X%.
Furthermore: You can have buffs and special abilities which give you innate absorb bonuses against attacks against you. For example mages get a self-only buff line which will eventually absorb 15% of damage done to them, regardless of where they're hit. Some other classes get absorb buffs as well and there are realm abilities which give you innate absorb ability as well.
Hope this helps!
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