Author Topic: Question about unique armors and how good they really are  (Read 149 times)

ChucklesJKT

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Question about unique armors and how good they really are
« on: November 15, 2025, 03:36:25 am »
I see people talking about unique weapons, especially since refurbishment was added, but not a lot of talk about unique armors, like the core city faction armor or the Gray Specs Ops armor (which is the one im the most curious about) and how good or "viable" they really are, except the rat king armor, that one I know is really good. I know that crafting is obviously better and that someone beat the game with only a crowbar so everything is theoretacly possible, but how much of a hurdle would it be to a normal or hard playthrough using only found armors.

Eidein

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Re: Question about unique armors and how good they really are
« Reply #1 on: November 15, 2025, 08:20:27 am »
Regalia is good, praetorian armour is good for a tank really early, JKK jacket is very good if you are pistols or want ini, tchortist noble robes are the best armour for TC psi. Outside these the rest arent that great. Aran's ninja armour is pretty much just regalia 2.

destroyor

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Re: Question about unique armors and how good they really are
« Reply #2 on: November 16, 2025, 01:19:20 am »
Normal or hard playthrough using only found armors are viable.

Gray Spec Ops Armor
Resistances:
Mechanical: 20% / 8
Bio: 20% / 8
Mechanical damage threshold increased by 250% against bullets and shotgun shells.
Armor penalty: 10%
Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 1.00%
Equip: Damage taken from explosions reduced by 20%
Equip: Stealth increased by 25

It's a decent low armor penalty armor w/ main strength being 28 mechanical threshold. Regular crafted tactical vest has 200% mech threshold increase so this is roughly equal to 110Q Laminated Fabric Ballistic Panel. So yeah crafted tactical vest easily outclass it by mid game.

Basically there are lot of utilities that are only available to crafted armor - +crit chance from infused rathound, +MP and movement speed from infused cave copper (which outclass regalia), 100% bio immunity from infused heathbreaker set, melee immunity from Infused Sea Wyrm set, etc. Unique armor can't match that.

The reason no one talk about unique armors is because they are generally outclass by crafted armor for day-to-day fighting and are currently being use as skill check items.

Eidein

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Re: Question about unique armors and how good they really are
« Reply #3 on: November 17, 2025, 08:47:31 am »
Normal or hard playthrough using only found armors are viable.

Gray Spec Ops Armor
Resistances:
Mechanical: 20% / 8
Bio: 20% / 8
Mechanical damage threshold increased by 250% against bullets and shotgun shells.
Armor penalty: 10%
Equip: Chance to get critically hit by weapon and unarmed attacks reduced by 1.00%
Equip: Damage taken from explosions reduced by 20%
Equip: Stealth increased by 25

It's a decent low armor penalty armor w/ main strength being 28 mechanical threshold. Regular crafted tactical vest has 200% mech threshold increase so this is roughly equal to 110Q Laminated Fabric Ballistic Panel. So yeah crafted tactical vest easily outclass it by mid game.

Basically there are lot of utilities that are only available to crafted armor - +crit chance from infused rathound, +MP and movement speed from infused cave copper (which outclass regalia), 100% bio immunity from infused heathbreaker set, melee immunity from Infused Sea Wyrm set, etc. Unique armor can't match that.

The reason no one talk about unique armors is because they are generally outclass by crafted armor for day-to-day fighting and are currently being use as skill check items.

Everything is viable, even on DOM.

ChucklesJKT

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Re: Question about unique armors and how good they really are
« Reply #4 on: November 17, 2025, 09:02:26 pm »
Yeah that's pretty much what I was expecting from the uniques, it's a shame they are just used for skill checks or if you want to handicap yourself while playing since most of them have really cool sprites.