I have to say though I don't like how lack of one protection type for an armor can be made up for with another protection type. So if a mob does 25 impact and 25 electric damage, the armor could absorb all the damage with 50 impact protection and no electric. This doesn't make sense. If an armor doesn't have electric protection it shouldn't be able to protect against it. This means, for example, that you could take ghost with 1 acid protection, slap 5b's on it and have 32 acid/impact protection (31 impact and 1 acid), if the mob also does impact damage. Or am I misunderstanding?
Yeah, some people like it, some don't. It's just the way it is.
With the Ghost+5B acid query. Yes in a way. It depends on how much damage the mob is doing though.
If it hits you for 19 Impact and 13 Acid you'll absorb it all yes since the Ghost protects 19 Impact and 1 Acid and the plates protect another 12 Impact.
If it hit you for say 20 Acid and 10 Impact, Ghost would protect 10 Impact, 1 Acid and the plates would protect 10 Impact - so you'd take a 9.0 hit.
If it hit you for 50 Impact and 20 Acid, the effect would be irrelevant (since the Ghost and plates don't cover all the impact).
Hmm id like to know exactly what % will Serum bee wery good to invest = with 8aL Plates also % = it.
Well, like I said, Serum will be roughly 20% more efficient than an UL armor (little bit more for large hits, little bit less for smaller hits). So just for decay considerations you maybe want to buy at 120%. But the constant protection, and the fact the armor has better protection for certain mobs than the low-markup UL armors may cause you to judge it worth a higher markup than that. There's no numbers I can quote for those things though, the last two require a bit of personal judgement I guess, and depend on what other armors you have.
I have added the article to
Entropedia: Template: armor decay. I made some minor changes: Replaced "wiki" with "Entropedia", added links to all armor, plate and mob names, and I left out the non armor related part. If you do not agree with any of the changes I made, feel free to change them back
.
EDIT: also added "*Note that these are theoretical values, as the most an armor can ever absorb is its maximum protecion, given that all relevant damage types are offered. " under the graphs.
Nice Witte thanks.
(IE add decimal separators (Commas
, )to the big numbers, makes them lots easier to read, and add a superfluous 0 to the 0.003, as that makes it easier to see the other formula is using half that value..Of course it might juts be my mild dyslexia working against me...
)
Also, do you think it would help if you put in a examples for each formula, using an armour that has an (L) and an non-L version (such as ghost, 2,000 durability and 12,000), same damage, as I tried a few private calculations, and got the L armour coming out with more dmg, when I believe it should have been less, so I must have got my numbers in a twist
Right, I'll leave the commas out for now unless other people request it. My reason for choosing to do that originally is that people in some countries use , as the decimal place so things could get confusing.
I'll put a couple of examples here, I may add them to the post later:
Shadow (5000):
Decay = 0.95 x (0.003 x dmg^1.75 + 0.05 x dmg)
Spartacus (15000):
Decay = 0.85 x (0.00225 x dmg^1.75 + 0.05 x dmg)
So 115 damaged absorbed will decay Shadow by 16.97 pec, compared to 12.61 pec for Spartacus. A nice example of how L armors decay even less compared to UL armors for big hits, the Spartacus takes about 26% off here. Not that you'll ever get Spartacus for 126%