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| Tip Title |
Tip Category |
| Armor Knowledge |
Beginner's
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| Author |
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Lord_VoxBlackRiver
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| Description |
In GW, the mechanics of defense and armor pieces effect is more complex than many of us may think. In the beta World Events we were given much informations and although this is just a tiny bit out off all the calculations behind that game, it could help you understand some crucial points about armor and maybe tactics.
Each time an attack strikes your char it will hit only one of the 5 locations (five peice of armor) you wear at a time. Being above or below the attacker can modify the basic percentage of hit to each location but basically this is the normal face to face average percentage rate of hits for each piece:
Arms 12.5%
Head 12.5%
Feet 12.5%
Legs 25.0%
Chest 37.5%
As you can see, when upgrading armors it is usefull to improve the chest first if you can't afford to buy all five pieces of a set at once. Also since the areas are hit individually, when using a piece of knight armor for DMG absorption you may want to put the priority on the chest piece as well. Note that when equipping a shield, the shield calculation is global and adds to your armor rate globally.
Note also that (without going into details) unlike most RPG when 0 armor means you receive 100% of the damages and the percentage is reduced as your armor rate goes up, in GW 0 armor starts with 283% damage penality. To get 100% of the damages inflicted on you, you must wear a 60 armor rate Note that when equipping a shield, the shield calculation is global and adds to your armor rate globally.
piece. This should be helpfull to understand how crucial armors are in this games and also sensibilize those who play Warriors (class with highest armor available) to understand why you must protect the casters behind you since their armor cap is much lower than a warrior.
Hope this help when the time will come to decide if it is worth or not to buy that next piece of armor over another and why.
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