MadHobbit Posted August 24, 2013 Posted August 24, 2013 I have a question on armor, my Main has a mix of armor levels(150 for headgear,legs are 169,rest are 162). how does the game see my char? does it total up all the ratings,and create a average? then uses that to determine if the attack hits? and how much damage? Does it just total up the amount and does a check? does it find the lowest level of armor and use that in its calculations? or the highest? I am getting ready to upgrade my hear gear with level 72 mods,other than the stat boost will that make much of a difference? Thank You
oaceen Posted August 24, 2013 Posted August 24, 2013 (edited) armor does absolutely nothing for hit/miss chance. that's total accuracy (90% for basic attack, 100% for all other attacks) + accuracy rating + accuracy buffs through other means such as skill points then total defense rating of the target + natural defenses (5 or 10% usually) + defense through other means subtract defense from accuracy, and you will have your miss chance. armor adds to passive damage mitigation for kinetic and energy attacks only. there are four damage types in the game, the other two being internal and elemental, both of which are unmitigated by armor. each piece of armor will add to your rating based on its level. you can see how much total damage reduction your armor is providing in your character panel under the defense tab. Edited August 24, 2013 by oaceen
demotivator Posted August 24, 2013 Posted August 24, 2013 (edited) armor does absolutely nothing for hit/miss chance. that's total accuracy (90% for basic attack, 100% for all other attacks) + accuracy rating + accuracy buffs through other means such as skill points then total defense rating of the target + natural defenses (5 or 10% usually) + defense through other means subtract defense from accuracy, and you will have your miss chance. armor adds to passive damage mitigation for kinetic and energy attacks only. there are four damage types in the game, the other two being internal and elemental, both of which are unmitigated by armor. each piece of armor will add to your rating based on its level. you can see how much total damage reduction your armor is providing in your character panel under the defense tab. MadHobbit is not talking about her miss chance and her overall accuracy but those of her target... We're talking about the incoming damage not the damage output. Armor actually affects your damage (received) reduction. Your chance to parry attacks is bound to your Defense stat. Edited August 24, 2013 by demotivator
hadoken Posted August 24, 2013 Posted August 24, 2013 Wish damage was locational but no, the individual pieces mean nothing other than as part of your total damage reduction.
oaceen Posted August 24, 2013 Posted August 24, 2013 (edited) MadHobbit is not talking about her miss chance and her overall accuracy but those of her target... We're talking about the incoming damage not the damage output. Armor actually affects your damage (received) reduction. Your chance to parry attacks is bound to your Defense stat. one of the questions asked was about whether the average of amor was totaled up to see if an attack hits, so i explained what actually does do that. I then explained how armor works as a damage reduction stat, not taking an average, but a total sum of the individual pieces. I don't see how my response did not answer the question, which is what you seem to be implying. Edited August 24, 2013 by oaceen
demotivator Posted August 24, 2013 Posted August 24, 2013 (edited) one of the questions asked was about whether the average of amor was totaled up to see if an attack hits, so i explained what actually does do that. Her question was if the attack hits *her* regarding her armor rating - not if her attack hits *sigh* Edited August 24, 2013 by demotivator
oaceen Posted August 24, 2013 Posted August 24, 2013 (edited) Her question was if the attack hits *her* regarding her armor rating - not if her attack hits *sigh* i apologize if you misunderstood the information in my post, but i fully understood what the OP was asking and explained the hit/miss mechanic, since it seemed that they misunderstood it. i was not giving the explanation on how it solely applies to players doing outgoing damage. mobs have things that affect accuracy / defense too. i gave a relevant response with factual information to someone's (who isn't you) question, so i don't why you're taking such exception with it. perhaps you should walk away from the computer for a while if this is frustrating you so much. Edited August 24, 2013 by oaceen
Hessen Posted August 24, 2013 Posted August 24, 2013 Armour is pretty pointless, makes very little difference. Also lol at demotivator completely getting the wrong end of the stick but internet heroing anyway.
MadHobbit Posted August 24, 2013 Author Posted August 24, 2013 i do ty for your answer, what i was looking for is for example some OPS suggest (purely example) a armor rating of 148 for the ops andif you have all 150 you should be fine, but what if you had some 140 and 150, would that average out to close enough to you should be fine?,my main now has 2 pieces of lvl 72 mods the rest are 69(replaced the headgear) if I would replace say 1 or 2 more pieces with lvl 72, could I successfully run on a op that suggests lvl 72 mod gear,(these are examples only) would each piece that was not at the min suggested really hurt my survival chances? another example is say out of 6 pieces I have 3 with lvl 61 mods,and 3 with lvl 72, the op suggests lvl 63 mod gear. some of mine is over the suggested lvl some under would they "balance out"? sorry if I am not too clear
oaceen Posted August 24, 2013 Posted August 24, 2013 (edited) i do ty for your answer, what i was looking for is for example some OPS suggest (purely example) a armor rating of 148 for the ops andif you have all 150 you should be fine, but what if you had some 140 and 150, would that average out to close enough to you should be fine?,my main now has 2 pieces of lvl 72 mods the rest are 69(replaced the headgear) if I would replace say 1 or 2 more pieces with lvl 72, could I successfully run on a op that suggests lvl 72 mod gear,(these are examples only) would each piece that was not at the min suggested really hurt my survival chances? another example is say out of 6 pieces I have 3 with lvl 61 mods,and 3 with lvl 72, the op suggests lvl 63 mod gear. some of mine is over the suggested lvl some under would they "balance out"? sorry if I am not too clearyes, you can sort of 'do the math' and get a good estimate of your overall gear rating. the rating on the tooltip unfortunately is solely determined by the armoring or barrel / hilt that said, i would say that the rating of your barrels / hilts / offhand armorings have the greatest impact on your overall dps or healing, and tanking is based primarily on your overall defense stat budget (which includes the level of your armorings in your actual armor) personally, i don't bother with ratings. if you are just getting into group content at 55, you can fairly easily do story mode flashpoints with any gear you got while leveling up (even 61/63 gear), and from there, you'll start getting 66 gear (which can also be easily crafted). basically though, once you start gearing up in a particular tier, you can start moving on to the next and so on down the line. hard mode flashpoints and story mode operations (where you'll get 69 gear) hard mode operations (where you'll get 72 gear) and with 72 gear, you could start on nightmare operations. you won't need to completely gear out in one tier before moving onto the next. once are (mostly) of a certain level of gear, you are more than qualified (gear-wise) to participate in a particular level of content. Edited August 24, 2013 by oaceen
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