++++++++++++++++++++ +++ ARMOR SYSTEM +++ ++++++++++++++++++++ This document contains a description of the formulas involved in the reductions of damage by armor. The results in this document were found by extensive testing by many players. The armor system implemented in Regnum Online a.k.a Realms Online works on a rather haphazard fixed damage reduction system, meaning that it always removes a fixed amount from incoming damage and there are no percentages involved. Any percentages discussed in this document pertain only to the calculation of armor points (AP), not actual damage reduction. Armor parts +++++++++++ Archers and Barbarians: Breastplate, Gauntlets, Helm, Leggings, Pauldrons, Leggings Knights: Breastplate, Gauntlets, Helm, Leggings, Pauldrons, Leggings, Shield Mages: Bracelet, Gloves, Hat, Tunic 1) Even though archers and barbs appear to have the same AP, they have different levels of damage reduction due to class differences. See "Class modifiers" below. 2) The armor bonus from shields is essentially extra. See "Coefficients" below. 3) Bracelets behave exactly as shields for mages. 4) Shields and bracelets cannot be enhanced with armor gems. Resistances +++++++++++ For each piece of armor, it contains resistances. These are locally applied to that piece, and affect how much points it contributes to the overall calculation of AP. For example, an item that is "Very bad" to "Piercing" has a 60% malus, so it will contribute only 40% of its protection to the player's defense when they are hit by a "Piercing" attack. RESISTANCE BONUS OR MALUS Very bad -60% Bad -30% Normal +0% Good +30% Very good +60% Excellent +90% (rarely seen, mostly only on quest items) Coefficients ++++++++++++ This is the part of the armor system that is most confusing at first. When you equip a 200 AP item, you don't get 200 AP in the character window, because each armor piece only contributes a certain amount of individual AP to your overall AP level. In other words, the AP listed on each item represents the maximum amount of AP that you can get (excluding bonuses) with an entire set of identical items, not the amount provided by the item itself. Archers and Warriors ARMOR PART CONTRIBUTION IMPORTANCE Breastplate ~23% ***** Gauntlets ~16.9% * Helm ~21.5% **** Leggings ~20% *** Pauldrons ~18.4% ** Mages ARMOR PART CONTRIBUTION IMPORTANCE Gloves ~22.6% * Hat ~28.6% *** Tunic ~48.7% ***** As was stated earlier, the bonus from shields and bracelets is extra. It is multiplied and added on to the overall AP after the contribution of the other parts has been calculated. ARMOR PART BONUS Bracelet ~26.6% Shield ~23% Prescaling ++++++++++ Archers and warriors have a +33% prescaling applied that gives them more AP than a mage even when equipping items of similar AP. This prescaling also appears in the character window. To put it simply, the maximum AP for a mage with a full 200 AP set from an NPC is ~200, or 199 exactly, while for an archer or warrior it is (200 x 133% = 266), or 265 exactly. Item bonus ++++++++++ Any item that the player equips with the stat of either "Armor bonus" or "Protection" increases their overall AP value (not the AP provided by the item) accordingly. In other words, to equip an item with an "Armor bonus +5%" stat on it, is like having an extra level of "Caution". Class modifiers +++++++++++++++ Everything discussed thus far pertains to the calculation of the characters' overall AP. However, even once this value is calculated, and is shown in the character window, there is one additional attribute that comes into play, that affects how much damage the player can resist. This may seem strange, as mages have the highest class modifier, however extensive testing with fixed damage spells against armor that is "Normal" to that type has revealed it. CLASS DAMAGE RESISTANCE Archer AP x 50% Mage AP x 60% Warrior AP x 55% Damage over time ++++++++++++++++ Periodic damage spells (DoTs, as they are commonly known) only suffer 20% of the normal damage reduction provided by a player's armor, per interval. The amount of reduction applied to the total damage of the spell depends on the amount of intervals (ticks) of its duration. For example, "Lightning" lasts for exactly 5 damage intervals, and (20% x 5 = 100%), thus over time the total damage of "Lightning" is reduced by the same amount as any other attack. +++ Last updated Fri 09 Nov 2012