Difference between revisions of "Armor"
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! Armor Penalty || 0% || 5% || 10% || 15% || 20% || 25% || 30% || 35% || 40% || 45% || 50% || 55% || 60% || 65% || 70% || 75% || 80% || 85% || 90% || 95% | ! Armor Penalty || 0% || 5% || 10% || 15% || 20% || 25% || 30% || 35% || 40% || 45% || 50% || 55% || 60% || 65% || 70% || 75% || 80% || 85% || 90% || 95% | ||
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!colspan="8"| [[Leather Armor]] | !colspan="8"| [[Leather Armor]] | ||
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!colspan="10"| [[Metal Armor]] | !colspan="10"| [[Metal Armor]] | ||
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+ | !colspan="4"| [[Metal Helmet]] | ||
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Revision as of 03:07, 10 April 2015
- For a complete list of armor items, see Category:Armor.
Properties
Damage resistance and threshold
Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance (DR%) or flat damage threshold (DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, whichever is greater, not both.[1] Thus, higher DT is better against faster attacks that deal less damage (such as SMGs, knife attacks, etc), while higher DR% is better against heavy attacks (snipers, sledgehammers, etc). Since version 0.1.14.2, player armor resistances are capped at 95%.
Some armors are specialized against certain attack types and their resistances and/or thresholds are increased against those. (e.g. Mechanical damage threshold of Tactical Vests is increased by 200% against bullets.)
In addition to armor resistances and thresholds, certain items and feats (e.g. Lifting Belt or Conditioning) reduce a percentage of all damage taken. This reduction happens after any damage reduction your armor provides, so it stacks multiplicatively with armor resistances and works against armor-piercing attacks.
Armor Penalty
Armor penalty is another important property of all armors. It reduces a percentage of your Stealth, Evasion, Dodge skills and Movement Points. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at 95%. Armor penalty does not reduce movement points provided by temporary bonuses, such as Sprint.
Armor Penalty | 0% | 5% | 10% | 15% | 20% | 25% | 30% | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% | 85% | 90% | 95% |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armor type | Leather Armor | |||||||||||||||||||
Tactical Vest | ||||||||||||||||||||
Tactical Vest with armor plate | ||||||||||||||||||||
Riot Gear | ||||||||||||||||||||
Riot Gear with riot shield | ||||||||||||||||||||
Metal Armor | ||||||||||||||||||||
Metal Helmet | ||||||||||||||||||||
Boots |
Armor penalty varies within these ranges depending on the components of the armor.
Durability
Since version 0.1.7.0, most armors and weapons have durability. You must either buy or craft repair kits that can be used to keep your equipment in working order. Once an armor's durability has been degraded enough, your UI will notify you that you have Damaged Armor and the armor will provide reduced bonuses, or no bonuses at all in case of Heavily Damaged Armor. Armor that has reached heavily damaged status or zero durability provides no bonuses, but they can still be repaired back to normal. Any equipped heavily damaged armor still provides any penalties it may have.
Armor slots
Headwear
In addition to helmets and balaclavas, useful gadgetry like Goggles and Psionic Headbands can be worn on head. Headwears are craftable and have durability.
Shield emitter
Shield emitters provide your character with an energy shield when powered. Shield emitters are craftable but have no durability. Instead, they use electrical energy.
Armor suit
The main piece of your protective armor, encompassing your character from shoulders to ankles. Most armor suits are craftable and have durability, but there are also special armor suits that have no durability and are not craftable.
Belt
Belts grant extra utility slots and various other bonuses. Belts are not craftable and have no durability.
Footwear
Boots provide additional protection and can improve your movement speed and melee performance. Footwear are craftable and have durability.
Types
Armor in Underrail can be roughly split into three types - light, medium and heavy. These are not set-in-stone limitations, but rough examples of different playstyles. Mixing and matching different types is possible and encouraged.
Light armor
Light armors are characterized by zero or light armor penalty and bonuses stealth, movement and dodge/evasion.
Medium armor
Medium armors are characterized by specialized bonuses and medium armor penalty that allows a mix of stealth, mobility, damage avoidance and absorption as defense.
Heavy armor
Heavy armors are characterized by heavy armor penalty, heavy weight and greatest damage resistances.