Armor Decay

From Arkpedia
Revision as of 08:15, 28 October 2015 by Jjmatrix (Talk | contribs) (Created page with "By default, a '''table of contents''' (sometimes abbreviated to '''TOC''') is automatically generated on a page when more than three section headings are used. Typically, the...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

By default, a table of contents (sometimes abbreviated to TOC) is automatically generated on a page when more than three section headings are used. Typically, the table reproduces and numbers these headings.

All HTML in the headings is stripped in the TOC, except <sup>, <sub>, <i>, <b>, <span dir="rtl"> and <span dir="ltr">.

How Armor Decays

Armor decay obeys a reasonably simple formula. As the function is not smooth in durability, I'll split it into two formulas for simplicity. For armors with durability below 10000 the formula is: IMAGE 1 For armors with durability above 10000 the formula is: IMAGE2 In both formulas, dmg represents the total damage absorbed by the armor piece in the hit.

Basically, decay per damage absorbed increases as the damage increases. So doubling the damage absorbed results in more than double the decay. This means choosing a suitable armor for a given mob is important. If you're getting mostly 1.0 hits, you're overprotecting against the mob and you're paying for it with significantly extra armor decay. Also, its generally more economical to use a combination of armor and plates than to just use armor.

Effect of Durability

Whilst good choice of armor for the mob you're hunting is much more important than durability generally, durability does have an effect on your decay. For unlimited armors, an extra 1000 durability decreases your decay by 1% (for the same damage absorbed). For limited armors, the effect of durability increases by even more and also increases for larger hits. A good rule of thumb is that a limited armor will be about 16% more economical than its unlimited counterpart. However, this will increase for the limited armors with really high durability (eg. for 90 damage absorbed, Rutuba (L) is around 25% more economical than Angel). When comparing two limited armors, a good rule of thumb is that a difference of 1000 durability represents about a 2.5% saving in economy. This however increases with damage absorbed (for 90 damage absorbed its more like 3.5%) - note that this only applies to limited armors.

Effect of decay on protection

Limited armor sets provide the full protection they offer, regardless of how much the armor has decayed (until its broken). Unlimited armor sets lose protection as they decay. The current assumption (tested by Witte as documented on EF:How Armor Works pg.2), but maybe requiring some checking following this VU) is that the protection offered is in proportion to the amount it has decayed. So a piece of armor that has decayed 50% is thought to provide only 50% of its full protection. It will also decay less, continuing to obey the formulas above based on the actual damage absorbed. As long as you repair your armors after a hunt this doesn't generally have much effect. However, it can impact some armors with low tt value quite significantly. Its well worth being aware of if you're using something like Pixie for instance as it has a very low tt.


Distribution of attacks

ts fairly well-known that mobs tend to favour hitting certain armor pieces more than others. For instance, your Harness will generally get hit more than other pieces. Since the introduction of foot guards this distribution has clearly had to change. Also, Marco has stated that different mobs favour different parts - suggesting that a mob that crawls along the ground will hit lower parts of your armor more than a normal mob for instance.


Sources