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    A Most Complete Guide to Armors (2020 Edition)

    In June 2017, MindArk released Loot 2.0 which changed how the loot system calculates how much loot you get. In order for these new loot calculations to make sense, MindArk had to make defensive costs cheaper for everyone and so many changes were made to how Armors absorb damage and how they decay. Here is MindArks’ statement regarding these Armor changes from VU 15.15:

    Quote Originally Posted by Bertha Bot View Post
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    Notice
    Armor Changes
    • Armor now decays significantly less per point of damage absorbed.
    • Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.
    • Armor now absorbs all incoming damage, instead of the previous 1.0 damage taken when a full hit was absorbed. Such cases are indicated by a Deflected message in the chat window.
    • Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.
    • Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.


    Originally Posted Here
    Armors in Entropia have always been of great interest to me, ever since I first started learning about how they really work from reading Jimmy B’s 2008 thread: How Armor Works. It was around that time that I first started collecting various Armor sets and experimenting with them. Although his thread was a true inspiration to me and many others I’m sure, much of the information which it contains has become irrelevant since Loot 2.0. Such concepts as ‘over-protecting’, ‘minimum decay’ or the whole bit about the damage being offered to both the plate and the armor piece separately just no longer apply.

    However the subject of Armor protection as a whole is still quite vast and I think it’s fitting that we should have a Guide such as this one where the entirety of the subject can be covered in one place. It is for that reason that I have decided that I would try my hand at writing a completely new Armor Guide.

    But my intention with this is not only to share with the community what information we do have but also to identify those areas which we are still fuzzy on and solicit collaboration on doing further research. Throughout the guide I will note those areas and discuss them in more detail at the end. Here is how I have organized the information which will be covered in this guide:

    1st post:
    The Basics of Armor Protection
    2nd post:
    3rd post:
    4th post:
    5th post:
    6th post:

    In this first post, I will start with 'The Basics of Armor Protection' where I will go over what armors do for you, how they work exactly and what armor protection costs relative to the alternative which is healing. This first section is more likely to prove useful to newer players as opposed to seasoned veterans and as such it is written with that target audience in mind. More experienced players may wish to skip ahead to the later sections.

    The Basics of Armor Protection

    Introduction: Why Armor

    All avatars have a limited amount of health which regenerates at a fixed rate of 4 points every 20 seconds (without any buffs). Creatures inflict damage which will take away your health at a rate which is faster then it regenerates, therefore, something has to be done in order to restore this lost health, or to protect it so as not to lose it in the first place. There are only a few options for this:

    1. Restore your health using a healing tool / life steal
    2. Protect against the creature's attack with Armor
    3. Hire someone to heal you while you hunt

    Many hunters use a combination of the above, and each one of these have their own advantages and drawbacks, probably the most studied aspect of which is their relative economy.

    The benefits to using Armor

    As a general rule, Armor is very practical to use for a few reasons:

    1. Very economical to use right out of the gate:
    The base cost for Armor protection amounts to 20 hp / pec (determined by its Durability, which will be covered in the next post below), whereas for healing tools, well, if you go to Entropiawiki.com and compare all the Medical Tools currently available, what you are likely going to notice is that the majority of healing tools that have an economy higher than 20 hp heal/pec are unlimited and cost thousands of PED (tip: click on the 'Eco' column to organize them from highest to lowest eco, descending).

    If we wish, we can compare individual healing tools and see how they stack up against the most basic of armors, Adjusted Pixie:

    Name
    hp/pec
    Adjusted Pixie
    ~20.58 hp/pec
    EMT Kit Ek-2600, Improved
    20 hp/pec
    Refurbished H.E.A.R.T Rank VI
    18 hp/pec
    Vivo S10
    12.31 hp/pec
    Herb Box
    10.06 hp/pec
    EMT Kit Ek-2350, Adjusted
    10 hp/pec
    EMT Kit Ek-2350
    4 hp/pec

    2. No need to stop shooting to heal yourself:
    If you are going to go the healing route, it will always be necessary to stop shooting or swinging in order to equip your healing tool and heal your hp, and this process will afford the creature more time with which to deal you more damage, which will in turn increase your defensive costs. When your strategy is to just protect your hp using adequate armor protection to absorb all of the damage that the creature is going to inflict, there is never a need to stop shooting.

    3. No professional requirements on Armors:
    No skills required for using any armor, even high-level armors. This means anyone can use any armor that they wish to use, to their full capacity. This is not the case with healing tools, which all have professional requirements. It’s not possible for a new player to use an Adjusted Restoration chip for example, as it is required that you be level 5 in Biotropic in order to do so. However a new player fresh off the arrival ship can jump into a set of Angel armor and benefit from it’s full protection capabilities.

    4. Nice Buffs available on some sets:
    Many armor sets offer very attractive buffs which improve your hunting performance. Such buffs include: 20% increased Dodge chance, 10-20% increased Evade chance, 3% faster reload speed, 5% Acceleration, 1-4% Block chance and many others. Other than ‘Heal over time’, there are no buffs available on Healing Tools at this time.

    The drawbacks to using Armor

    It wouldn’t be fair to only discuss the benefits of using armors and omit completely any of their disadvantages, so here are the main ones:

    1. There isn’t really any ‘One-size-fits-all' solution with armors:
    The biggest disadvantage that Armors have when compared to using a healing tool is that an Armor set only protects against certain damage types and so while one particular Armor might be considered very good, it will not work for all creatures. This often causes hunters to have to own several sets of Armors and Armor plates, and to switch between them depending on which creature they are hunting. This also means that a good amount of research as to what creatures do which types of damage is essential.

    Healing tools on the other hand will restore your health no matter what damage type the creature is inflicting. As such, any Healing tool can be used for any creature, whereas armors just do not work that way.

    2. Using armor does not give you any skills:
    Skills in Entropia have value and can be sold, and while most activities performed in the game increases your skills, wearing and using armor does not. In contrast, using Healing tools does.

    3. It's not possible to achieve the high levels of Economy some Healing tools offer:
    There are a number of Healing tools that are capable of restoring >100 hp/pec, and a few that can do >200 hp/pec. While some of them are prohibitively expensive, they do exist and can be acquired and used, whereas such economy is just not possible with armors which seem to only go up to a maximum of 25 hp/pec at this time.

    Limited vs Unlimited armor

    I’m sure that it is well understood by all that Limited armor parts and plates cannot be repaired and re-used, while Unlimited parts on the other hand can. However these 2 differ in other ways as well and I think it could be of benefit to some that I quickly go over the main points.

    1. Unlimited Armors provide less and less protection as they decay:
    One particular feature that MindArk introduced (VU 9.1 I believe) for Unlimited Armors is that they will provide less and less protection as they decay. You still only pay for the damage that is absorbed by the Armor, so this doesn’t affect your protection costs in any way, but it can sometimes be an inconvenience and require that you heal more often (using a FAP which in many cases is less economical then Armor) as your hunt progresses, or that you travel back to a repair terminal to fix your Armor so that it will provide full protection again.

    2. Limited has 10k more points of Durability:
    The research on this isn’t complete yet but according to all observations so far, 10k more points of Durability is equal to a 10% reduction of the costs of protection, i.e. about +2 hp/pec, or expressed yet another way, will provide a 10 PED savings per 100 PED of armor decay. The subject of Armor Economy and Durability will be covered at great length in the next post.

    3. Pay-as-you-go model vs large upfront costs:
    Nice Unlimited Armor sets such as Angel, Mayhem, Shadow and many others can bear huge upfront costs, in the tens of thousands of PEDs. Limited versions of these armors on the other hand will require only a smaller commitment in the form of markup paid on the armor piece. This markup can be anywhere from <101% of the TT value, up to >300% of the TT value on some harder to find Shadow (L) parts. Still, the 300% of TT value is a much easier pill to swallow than the 25k or so PED that’s usually asked for a full set of Unlimited Shadow.

    Types of Damage

    An Armor will absorb the damage which is inflicted by a creature (mob) and in doing so will preserve your hp, eliminating the need to heal. When you look at the 'Detailed Information' panel of an armor part, you can see exactly what damage types an armor is capable of absorbing. There are 9 different damage types in total, and these can be grouped into 3 major categories of damage like this:

    Close Damage: Impact, Cut & Stab
    Ranged Damage: Burn, Penetration & Shrapnel
    Special Damage: Acid, Cold & Electric

    Mobs inflict different damage types and this is a subject that has been extensively researched since it is so vital for hunters. Most of the mobs' damage types can be looked up on Entropiawiki.com with a certain degree of accuracy and reliability, though it's important to note that sometimes different maturities will deal this damage in varying proportions and sometimes will deal different damage types altogether. A good example of this would be the Shubs on Monria which have been documented to deal Electric from level 43 and above, but not below 43.

    A mobs' damage types are always expressed in percentages on Entropiawiki.com. This makes it easy to see at a glance which damage types are more important. For example the Entropiawiki.com page for Feffoids shows us this information:


    Under the specs for Feffoids we see that the Damage they deal is composed of 35% Impact damage and 65% Cold damage.


    In the table which lists all of the maturities for Feffoids, we can see how much total damage each one deals exactly. So if I take the Feffoid Raider as an example, it can deal up to 40 points of damage. Now if I want to know how much of that would be Impact and how much would be Cold, I just have to solve for it like this: 40*0.35=14 Impact, and 40*0.65=26 Cold. What this means is that when I get hit for 40 by a Feffoid Raider, 26 points of that is Cold damage and the other 14 points is Impact. If I'm using Liakon Armor, its 31 points of protection against Cold will have no problem absorbing those 26 points of Cold damage from the Feffoid Raider, and its 21 points of protection against Impact will also absorb the 14 points of Impact damage with ease. This then results in a 'Deflected' hit and I do not lose any health points.

    3 Broad Categories of Armor

    1. Close damage Armors:
    The great majority of Armors in the game defend first and foremost against Impact, Cut and Stab damage. Some of the more popular ones would include:

    Popular Close Damage Armors
    Armor
    Durability
    Imp
    Cut
    Stab
    Burn
    Pen
    Shrap
    Acid
    Cold
    Elec
    Adj Pixie:
    2800
    11
    8
    4
    0
    0
    0
    4
    4
    4
    Gremlin:
    2950
    15
    9
    11
    12
    0
    0
    12
    6
    2
    Ghost:
    2000
    19
    15
    13
    11
    1
    1
    1
    12
    11
    Jaguar (L):
    13,350
    22
    20
    17
    16
    11
    0
    6
    13
    0
    Angel (L):
    14,000
    30
    30
    30
    15
    15
    0
    0
    0
    0

    2. Range damage Armors:
    There are many Armors which primarily defend against Range damage creatures such as Robots. These Armors all have better protection for Burn and Penetration. Shrapnel, which is also a Ranged damage, is not a common damage type for Robots or any other creatures for that matter, in fact it is unlikely you will ever be subjected to Shrapnel damage unless you are attacked with a rocket launcher by another player in PvP. So if you are not planning on participating in Player-vs-Player activities, you needn’t worry about the amount of Shrapnel damage protection an armor has.

    Some of the more popular Range Damage Armors would include:

    Popular Range Damage Armors
    Armor
    Durability
    Imp
    Cut
    Stab
    Burn
    Pen
    Shrap
    Acid
    Cold
    Elec
    Vigilante:
    2550
    7
    14
    14
    14
    14
    0
    0
    0
    0
    Mah'ketta:
    2700
    12
    15
    11
    23
    9
    0
    0
    0
    0
    Adj Nemesis:
    3400
    16
    16
    16
    22
    10
    0
    0
    0
    0
    Hermes (L):
    14,800
    23
    13
    12
    45
    45
    33
    0
    0
    0
    Pegasus (L):
    14,500
    14
    16
    17
    52
    43
    18
    0
    0
    22

    3. Specialty Armors:
    These typically have some very high protection against only one or two damage types. Thunderbird for example is a specialized Armor which has a high level of protection against Electric damage. Polaris is another good example, it is highly specialized as it has no Impact and no Burn, the 2 most common damage types in the game. Instead, Polaris has a high level of protection against Penetration and Cold damage, which are never found in significant proportions together on the same creature. Therefore using Polaris efficiently would require knowledge of what creatures it would best be suited for, of which there are only a handful in all of Entropia Universe really.

    Popular Specialized Armors
    Armor
    Durability
    Imp
    Cut
    Stab
    Burn
    Pen
    Shrap
    Acid
    Cold
    Elec
    Goblin:
    1200
    12
    0
    0
    0
    0
    0
    9
    0
    0
    Kobold:
    1750
    13
    3
    0
    8
    0
    0
    0
    12
    0
    Orca (L):
    13,250
    15
    4
    3
    5
    7
    0
    0
    22
    15
    Polaris (L):
    14,900
    0
    29
    24
    0
    52
    26
    0
    46
    0
    Thunderbird (L):
    12,500
    5
    12
    8
    10
    0
    5
    0
    0
    50

    How much protection you need

    In the same way that your weapon will deal damage to a creature within a given range, so too will the creature’s damage fall within a range. If Entropiawiki.com says that a creature will deal 40 points of damage, that is the maximum amount of damage it is capable of inflicting in one attack. The actual damage dealt will be random and fall somewhere between 20 and 40.

    Let’s go back to our previous example with the Feffoid Raider, which was capable of inflicting a maximum of 26 Cold and 14 Impact, and let’s ask: would your Armor really need to have that much protection? Actually no, it doesn't. How much protection you will need exactly in order to be safe is going to be very difficult to answer because there are just so many variables that come into play here, such as how many times will you actually get hit by the creatures before you kill them? (which will depend on several factors such as your Evade level, your DPS, etc…), and do you want to heal yourself from time to time to skill up Paramedic or would you rather avoid healing altogether?

    As a general rule, I try to protect sufficiently so that when I do receive a hit with the maximum damage amount from the creature I’m hunting, I won’t lose more than 8 hp. This strategy allows me to hunt continuously without having to heal and usually allows me to also take advantage of free health regeneration along the way. But this again can vary greatly from one hunter to the next, depending on several variables such as how much total health you have, how fast the creature’s attacks are, and if you have any buffs active that increase your health regeneration.

    If we look over the Armors I’ve listed in the Close damage Armors table above, we should be able to quickly identify which Armors might work for the Feffoid Raider, and which ones would not. Jaguar with it’s 13 points of Cold damage stands out as being the strongest one, while Ghost, with 12 points of Cold damage is a close 2nd choice. They both have ample Impact protection, more than enough against the maximum 14 points that the Feffoid Raider can inflict. That only leaves the Cold. If I receive a full hit while wearing Jaguar armor, 13 points will get through the armor and my health will drop by that amount (26 - 13 = 13). If I’m wearing Ghost and I receive a full hit, 14 points will get through (26 - 12 = 14). So on their own, these armors are good, but they might not be enough for me.

    Increasing an Armor’s protection values using Armor plates

    Just like there are attachments for weapons, such as amplifiers and scopes for example, there are also attachments for Armors. These are called Armor Plates and they offer their own protection, which when attached to an Armor piece combine with the Armor piece’s protection. Since a set of Armor is composed of 7 parts, it is required to have 7 Armor plates if one wishes to increase the protection for each one of the parts in the set.

    Armor plates, like Armors, also come in the Limited and Unlimited variety. They obey the same rules when it comes to Durability, and they also usually fall under one of the 3 broad categories I spoke of earlier. Some of the more widely used Armor Plates at this time would include:

    Popular Armor Plates
    Plate
    Durability
    Imp
    Cut
    Stab
    Burn
    Pen
    Shrap
    Acid
    Cold
    Elec
    Mk. 5B:
    900
    12
    9
    8
    0
    0
    0
    0
    0
    0
    Mk. 6A:
    1400
    0
    0
    0
    12
    11
    0
    0
    0
    0
    Mk. 6B:
    1750
    5
    0
    0
    0
    0
    0
    0
    0
    12
    Mk. 5D:
    1900
    0
    2
    2
    0
    4
    0
    6
    12
    0

    The only plate here that offers any Cold protection is the Mk. 5D plate which has 12 points of Cold. If I were to add one to each of the parts of a Jaguar Armor set, I would end up with a total of 25 Cold protection, and since the maximum amount of Cold that the Feffoid Raider is capable of dealing is 26, a full hit would only make me lose 1 hp. If I added the 5D plates to a set of Ghost armor, I would end up with a total of 24 Cold protection, which means that a full hit from a Feffoid Raider would cause me to lose only 2 hp. This amount of protection would be more than sufficient for this particular creature and maturity.

    Screenshots

    A couple of years ago Darkaruki was working on updating a lot of things in Entropiawiki.com and working very hard on a project which consisted of creating new high quality screenshots of every single Armor in Entropia. These screenshots have all been uploaded in this forum as well and posted in this thread for your viewing pleasure:

    Help: Currently working on updating all Armor Set images on EntropiaWiki
    Last edited by Legends; 03-25-2020 at 23:16.
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  2. #2
    Prowler Legends's Avatar
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    Durability - the Cost of Protection


    The Durability number on a piece of armor is what determines how much it will decay per point of damage absorbed, the higher the number, the cheaper it will be. A lot of research was done many years ago to determine what the exact costs were, what was found is:

    Quote Originally Posted by Jimmy B View Post
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    The decay formula

    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:

    Decay = (0.003 x dmg^1.75 + 0.05 x dmg) x (1 - Durability/100000)

    For armors with durability above 10000 the formula is:

    Decay = [0.0015 x (3-Durability/10000) x dmg^1.75 + 0.05 x dmg]x (1 - Durability/100000)

    In both formulas, dmg represents the total damage absorbed by the armor piece in the hit.
    At this time it would appear that the formula for Armor Decay has been simplified in VU 15.15 to the following:

    Decay = damage * 0.05 (1 - durability/100000)

    I owe a big thanks to Hijacker27 who led me on the right path with his post here when I was looking into this. While doing my own testing on this I was able to arrive at the exact same results he did and thus was able to confirm his numbers and satisfy my own curiosity on the matter. However more research is required in this area in order to determine whether this holds true for Limited armors with more than 10k Durability (will discuss this further at the end of the guide).

    Protection Costs of Unlimited Armor

    Let’s compare some of the more popular armors using the above formula to see what that will translate to in terms of protection costs:

    Cost of Protection for UL Armor
    Armor
    Durability
    hp/pec
    dmg/100 PED decay
    Ghost
    2000
    ~20.41 hp/pec
    204,082 damage
    Gremlin
    2950
    ~20.61 hp/pec
    206,079 damage
    Adjusted Nemesis
    3400
    ~20.70 hp/pec
    207,039 damage
    Angel
    4000
    ~20.83 hp/pec
    208,333 damage

    Using a set of Angel as opposed to a set of Ghost would result in a savings of ~2 PED for every 100 PED of decay incurred, or 2% savings in protection costs.

    Protection Costs of Limited Armor

    Although the formula we have right now might not hold true for Limited Armors, let’s use it for now and take a look at some of the more popular Limited armors and see how they compare (once the research has been completed on this I will come back and revisit this post to make sure that everything is accurate):

    Cost of Protection for Limited Armor
    Armor
    Durability
    hp/pec
    dmg/100 PED decay
    Compared to Ghost
    Martial (L)
    13,000
    ~22.99 hp/pec
    229,885 damage
    11.22% less decay
    Mayhem (L)
    13,300
    ~23.07 hp/pec
    230,680 damage
    11.53% less decay
    Angel (L)
    14,000
    ~23.26 hp/pec
    232,558 damage
    12.24% less decay
    Perseus (L)
    15,000
    ~23.53 hp/pec
    235,294 damage
    13.27% less decay
    Moonshine (L)
    15,400
    ~23.64 hp/pec
    236,407 damage
    13.67% less decay

    The last column on the above table shows the difference in the costs of protection (in the form of armor decay) when compared with Ghost armor which only has 2000 points of Durability.

    Defensive costs returned in loot

    However this is far from being the whole picture, there are a few more things to consider when it comes to the Economy of Armors. One very key aspect of this has to do with this statement which was made by MindArk back when Loot 2.0 was released in June of 2017:

    Quote Originally Posted by Charlie|MindArk View Post
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    Most of the decay from healing and using armor is now compensated for in the loot of the mob. On top of this the actual amount of decay to the armor per damage absorbed was reduced greatly. Overall the cost for healing and armor usage is less than 5% of what it used to be.
    What this means is that at least 95% of your Armor decay is returned to you in the loot of the mob (this assumption could be wrong and research on this is still lacking). So if at the end of a hunt, your Armor repair bill is 100 PED, at least 95 PED of that was returned to you in the form of loot and so the actual cost to you is only about 5 PED.

    If the majority of the decay is returned, then the savings which are gained through increased Durability will be greatly affected. Let's take an example of how this would work:

    I went on a hunting run with a set of Unlimited Tiger (M) Armor which has a Durability of 3500. At the end of the run, my Tiger had decayed 100 PED.

    Example using 2 identical hypothetical hunting runs:
    Decay on Tiger (M) Armor = 100 PED
    Decay on Ghost (+1.5% increase in decay costs for same protection) = 101.50 PED

    95% compensation received in loot:
    For the Tiger decay, 95 PED is returned
    For the Ghost decay, 96.425 PED is returned

    Net Armor protection costs:
    Tiger: 100 - 95 = 5 PED
    Ghost: 101.50 - 96.425 = 5.075 PED

    This hunting run would have lasted a few hours at least, perhaps as much as 10 hours. If a person hunts 20 hours/week for a year, they will have saved themselves 8-16 PED if they used the Tiger instead of Ghost.

    Limited vs Unlimited economy & taking markup into account

    Let's now compare an Unlimited armor with it's Limited counterpart with the exact same protection values but 10k more points of Durability. Here's what we get:

    Example using 2 identical hypothetical hunting runs:
    Decay on Tiger (M,L) Armor = 100 PED
    Decay on Tiger (M) (+10% increase in decay costs for same protection) = 110 PED

    95% compensation received in loot:
    For the Tiger (M,L) decay, 95 PED is returned
    For the Tiger (M) decay, 104.50 PED is returned

    Net Armor protection costs:
    Tiger (M,L): 100 - 95 = 5 PED
    Tiger (M): 110 - 104.50 = 5.50 PED

    This would amount to a savings of about 10 pec/hour BUT, there is yet another factor at play here which we really need to take into account and it has to do with this next statement which was also made by MindArk upon releasing Loot 2.0 back in 2017:

    Quote Originally Posted by Charlie|MindArk View Post
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    The loot system never accounts for markup. Not on markup spent on things like enhancers or limited weapons, nor on markup gained from loot such as oils, items and ESI etc, markup values are just transactions between players.
    So as you can see, we need to consider the markup that we had to pay on this Limited Tiger armor, which is not going to be returned by the loot system.

    If I paid 108% markup on that Tiger Armor overall, then that 100 PED of decay actually cost me 108 PED and here's what we get:

    Net Armor protection costs:
    Tiger (M,L): 108 - 95 = 13 PED
    Tiger (M): 110 - 104.50 = 5.50 PED

    So although at the end of the day, my overall expense for protection was 2 PED cheaper using the Limited Tiger, I only got about 88% of it back in the loot and so my net protection costs were more than double that of the Unlimited Tiger.

    On its own, the higher Durability value of a Limited armor would not be enough to justify choosing it rather than it's Unlimited counterpart. A much more likely reason would be that it's a 'pay-as-you-go' option rather than the large amount of PED that's required upfront when purchasing a nice Unlimited Armor set.

    Conclusion

    Since the changes to armor in 2017, Durability means almost nothing. All armors 'efficiency' now falls somewhere between 20-23.5 hp/pec, and since the majority of the decay is compensated in the loot of the mob, the difference it makes to the bottom line is so minuscule as to make this Durability parameter totally inconsequential and useless.

    As such, it goes without saying that the Durability an armor has should never have any bearing in the decision process involving Unlimited armor acquisitions. Such things as the protection it offers and the way it looks should be much more important to you then the prospect of saving ~1 pec/hour.

    When comparing Limited armors, if the goal is to reduce defensive costs, then one should pay particular attention to the markup costs of the armor as this will bear the most significant impact on your overall defensive costs. And as is the case with Unlimited armor, here too the Durability value can be disregarded completely without fear of it impacting your bottom line.
    Last edited by Legends; 03-25-2020 at 00:28.
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    Prowler Legends's Avatar
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    All about Armor Enhancers


    Now let's talk about Armor Enhancers and what they can do for you. When it comes to Armors, there are only 2 types of Enhancers available: Durability and Defense. In order to get the most benefit from each one of these, it's important to understand how they work and what they do exactly.

    What Armor enhancers do could be expressed quite simply in this way:

    Durability enhancers reduce protection costs. For UL armors, the decay savings amount to ~0.3%/tier, for (L) armors, they add up to ~1.3%/tier
    ~ • ~ ~ • ~
    Defense enhancers raise protection values on all armors by 5%/tier
    Allow me to explain how that works exactly:

    Durability Enhancers

    When you add a Durability Enhancer to a piece of Armor, it increases the Durability of that piece of Armor by 10%. So if you are adding a Durability Enhancer to a Tiger Helmet (L) for example, the Durability on that helmet will go from 13,500 to 14,850 (because 13,500*1.10=14,850). As we have seen in the previous post, 1000 points of Durability is equal to approximately 1% in protection costs, therefore this additional 1,350 points of Durability will amount to approximately 1.35% reduction of the protection costs.

    This 1.35% may not seem like much, but it adds up, especially on Limited armors that have a high markup. For example, if you had let's say a half tt set of Perseus that was tier 4 and added Durability enhancers to all the pieces, your savings when factoring in a 140% markup for Perseus would add up to approximately 50 PED. On Supremacy (L), if we assume an average markup around 150%, the savings could easily add up to well over 200 PED, depending on how fast the parts tier up.

    However for Unlimited armors, we get a completely different picture. If we were to add a Durability Enhancer to a piece of Adjusted Jaguar, our Durability of 3700 only goes up to 4070 and that would reduce the decay costs by only ~0.30%. But is it possible to realize a savings by using Durability enhancers on Unlimited armors? In order to answer that, we need to understand the following:

    a) MindArk has stated that all defensive costs are now compensated for in the loot of the mob at a rate of approximately 95% since the launch of Loot 2.0 in June 2017 (that includes both armor and FAP decay)

    b) The tt of enhancers is refunded with shrapnel when they break

    c) Enhancers break randomly and it is not possible to predict the break rate with absolute certainty

    Since Durability enhancers seem to cost on average 250% these days, we will need to accomplish a savings of at least 90 PEC otherwise it would not be worth using them. In order to accomplish that savings, we need the armor to decay at least 18 PED before 1 Durability enhancer breaks (18*0.05=0.90 PEC of decay not returned in the loot of the mob).

    I am not sure that the research has been done yet to determine what the average break rate is for Durability enhancers, but I think it's unlikely that any net savings can be achieved. (I will discuss this again in the Further Research section at the end of the guide)

    Defense Enhancers

    A Defense Enhancer will increase the protection values of an armor piece by 5%, so for example, if we were to add Defense Enhancers on Tiger armor, we get this:

    Tiger
    Damage Type
    Base Protection
    Tier 1
    Tier 2
    Tier 3
    Tier 4
    Tier 5
    Impact
    25
    26.2
    27.5
    28.7
    30
    31.2
    Cut
    20
    21
    22
    23
    24
    25
    Stab
    17
    17.8
    18.7
    19.5
    20.4
    21.2
    Burn
    19
    19.9
    20.9
    21.8
    22.8
    23.7
    Penetration
    12
    12.6
    13.2
    13.8
    14.4
    15
    Cold
    12
    12.6
    13.2
    13.8
    14.4
    15
    Acid
    8
    8.4
    8.8
    9.2
    9.6
    10

    Defense Enhancers are the better option for unlimited armors, and they are very useful on limited armors as well, especially the high-level ones where a 5% increase to the protection adds up to a lot. For example a tier 10 Perseus Harness, when filled with Defense enhancers, will give you 75 Impact, 60 Cut and 64.5 Stab protection, which is like wearing both Chronicle (which currently has the highest Cut/Stab protection available in the game) and Carramone (which has the highest Impact) at the same time. Here's what Perseus looks like with Defense enhancers:

    Perseus (L)
    Damage Type
    Base Protection
    Tier 1
    Tier 2
    Tier 3
    Tier 4
    Tier 5
    Tier 6
    Tier 7
    Tier 8
    Tier 9
    Tier 10
    Impact:
    50
    52.5
    55
    57.5
    60
    62.5
    65
    67.5
    70
    72.5
    75
    Cut:
    40
    42
    44
    46
    48
    50
    52
    54
    56
    58.5
    60
    Stab:
    43
    45.1
    47.3
    49.4
    51.6
    53.7
    55.9
    58
    60.2
    62.3
    64.5
    Burn:
    27
    28.3
    29.7
    31
    32.4
    33.7
    35.1
    36.4
    37.8
    39.1
    40.5
    Penetration:
    18
    18.9
    19.8
    20.7
    21.6
    22.5
    23.4
    24.3
    25.2
    26.1
    27
    Acid:
    24
    25.2
    26.4
    27.6
    28.8
    30
    31.2
    32.4
    33.6
    34.8
    36
    Electric:
    13
    13.6
    14.3
    14.9
    15.6
    16.2
    16.9
    17.5
    18.2
    18.8
    19.5

    One thing to keep in mind however, is that you will pay for that extra protection, at the same rate as the rest of the protection on the armor. What that means for Limited armors is that it might only last you about 67% as long as what you are used to, because they will be absorbing a lot more damage and therefore decaying faster (depending on how much damage the armor is absorbing of course).

    And what it means for Unlimited armors is that adding a bunch of enhancers on Tier 4 or 5 Ghost for example, though it might give you a nice boost in protection values, will be a very expensive setup for hunting in the long run because of the low Durability on Ghost armor which is only 2000, so you can expect your decay bill to be significantly higher than what you are used to.

    Which Armor Sets are worth Tiering up

    Since Tiering up an Armor set is a big investment both in terms of time and PED (in the form of hunting losses assuming a hunting tt return of about 96%-97%), then a good question to ask is "what armors are worth the time and money to Tier up?"

    Though I haven't really researched this very thoroughly, I have given it a lot of thought. There are a few things to consider in order to give a complete answer:

    1. Is the set useful, versatile and popular?
    2. Is there an upgrade mission associated with this set?
    3. Does that set have a decent Durability stat?
    4. Is it Avatar bound?

    So for 1 above, I would not waste my time tiering up a set of Dragon armor for example since it isn't useful really, it's more of a vanity/collectors item, so it's very unlikely that anyone would ever recognize any added value from it being tiered. For 2, I'd stay away from tiering up sets like Vigilante and Nemesis since most of the buyers are interested in just upgrading it to Adjusted, which means they will not recognize any added value for tiered pieces since the tiers are lost when the upgrade is performed. For 3, if the Durability is low like on Ghost (2000) or Hunter Mentor Edition (1680), it's just not a good investment because the added protection will just be expensive in the long run. And for 4, obviously if you can't sell it, then it would be impossible to get your money back from the investment, but of course for your own personal benefit, Stolen Imperium and Modified Viceroy are very useful sets and are worth tiering up.

    Some Unlimited Armor sets I think are worth Tiering up would be:

    1. FEN Angel
    2. Mayhem
    3. Shadow
    4. Lion
    5. Liakon
    6. Tiger
    7. Ghoul
    8. eMINE

    And of course rare uber Unlimited armors like: Ethereal, Carramone, Supremacy, Modified Shadow, Modified Angel, Rx OpTac, Eon, Imperial Hazen, Wormslayer, Vain, ...

    I've left out Adjusted Jaguar, Adjusted Boar, Adjusted Angel, Adjusted Nemesis and Modified Vigilante because I suspect that MindArk will someday make an upgrade mission available for these, but these are all very good sets and I don't think it's a waste of time at all to tier them up. All of the armors listed above from 1 to 8 should be safe from ever having an upgrade mission associated with them.

    In Summary

    Armor Durability enhancers are best used on Limited armor, and the biggest savings and benefits to be obtained would be when used on Limited armors that have high markup, like Supremacy (L), Mayhem (L) and Shadow (L) for example.

    Armor Defense enhancers are of benefit on both the Limited and Unlimited armors. The largest gains will be when used on the highest level armors in each category, so for example Sentinel and Carramone for Impact, Chronicle for Cut/Stab, Perseus for Impact/Cut/Stab, Pegasus and RX OpTac for Burn/Penetration and Imperial Hazen for Acid/Cold/Electric.

    Armor Skill Mod enhancers would, once introduced, only be of benefit when used on an Unlimited armor.
    Last edited by Legends; 03-25-2020 at 00:27.
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    Armor Upgrades


    There are many Upgrades available for Unlimited items such as guns, Armor parts and Armor plates, FAPs and even one for a Teleportation chip. For this section I've documented all of the Armor Upgrades that are currently available in EU.

    1. Calypso Robot Armor Upgrades

    On Calypso there are currently 6 Armor Upgrades available, these all have in common that the Upgraded Armor set has an Increased Dodge chance, which is only useful against Ranged Damage mobs, the most prevalent of which are Robots, and a 2nd buff which consists of Decreased Critical Damage, which is useful against all mobs.

    Adjusted Vigilante - Adjusted Nemesis - Adjusted Boar


    Adjusted Jaguar - Adjusted Angel - Modified Vigilante

    Calypso Robot Armor Upgrades
    Name
    Dura.
    Buff #1
    Buff #2
    Close
    Range
    Special
    Adjusted Vigilante
    2750
    20% Dodge
    20% Crit dmg
    37
    46
    0
    Modified Vigilante
    3000
    25% Dodge
    25% Crit dmg
    40
    65
    8
    Adjusted Nemesis
    3400
    20% Dodge
    20% Crit dmg
    48
    32
    0
    Adjusted Boar
    3400
    20% Dodge
    20% Crit dmg
    62
    43
    16
    Adjusted Jaguar
    3700
    20% Dodge
    20% Crit dmg
    61
    50
    19
    Adjusted Angel
    4400
    20% Dodge
    20% Crit dmg
    96
    48
    12

    Note 1: The Dodge buff is an Increased chance to Dodge a Ranged mob's attack. The strength of the buff shown is the strength when all 7 pieces are worn.

    Note 2: The reduced Critical Damage buff reduces the mobs Crit Damage by that amount. Again, the strength of the buff shown is the strength when all 7 pieces are worn.


    At first glance it may appear that the Range protection numbers on the Adjusted Vigilante and Modified Vigilante are really high when compared to other Armors which should have better numbers. This is deceptive because the upgraded Vigilante Armors have a high proportion of Shrapnel damage protection which as I've discussed earlier in the guide is not as useful as Burn and Penetration damage protection.

    Out of all these, the price point on the Adjusted Nemesis makes it the most widely used at this time.

    2. Crystal Palace Armor Plate Upgrades

    There is an Upgrade available for Armor Plating Mk. 5B and Armor Plating Mk. 6A on Crystal Palace:

    Mk. 5B Adjusted - Mk. 5B Improved - Mk. 5B Modified


    Mk. 6A Adjusted - Mk. 6A Improved - Mk. 6A Modified

    If you would like more information on The Hive and the Aurli bosses which drop the Mutated Bone pieces required for the Upgrades, there is a great tutorial on this here:

    Info:THE HIVE: a tutorial to aurli uber bosses

    In late November 2019, MA introduced an upgrade to make a 5B Augmented plate, the plate was discovered on the 14th of December 2019. It has a 4% block chance.

    3. Arkadia's Avatar-bound Viceroy Armor & Upgrades

    On Arkadia you can get an Avatar-bound (which means it cannot be sold or traded) Armor called Viceroy. The protection numbers of this Armor are essentially the same as Gremlin, with a slight improvement:

    Viceroy vs Gremlin
    Armor
    Durability
    Imp
    Cut
    Stab
    Burn
    Pen
    Shrap
    Acid
    Cold
    Elec
    Gremlin:
    2950
    15
    9
    11
    12
    0
    0
    12
    6
    2
    Viceroy
    3000
    15
    9
    11
    12
    0
    0
    14
    8
    0

    The Upgraded versions of this Armor looks the same but the protection is much improved. Aside from FEN Angel, upgraded Viceroy is the only Armor that has an Evade buff at this time.

    Viceroy Adjusted - Viceroy Improved - Viceroy Modified

    4. Ancient Greece's Gorgon Armor & Upgrades

    The stats for the various upgraded versions of the Gorgon Armor were already laid out in detail in the Ancient Greece Shares announcement from MindArk on March 4th:

    Quote Originally Posted by Bertha Bot View Post
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    Upgradable Gorgon Armor
    Gorgon Armor and upgrade components can be looted by participating in the shared-loot Gorgon Wave event accessible through the new ‘Deliver us from the Dark Queen’ mission chain on Ancient Greece. Armor stats for all upgrades are listed below.

    Name Set Value Durability Impact Cut Stab Acid Total
    Gorgon 15 PED 900 6 3 3 3 15
    Gorgon Adjusted 42 PED 1200 14 7 7 7 35
    Gorgon Improved 86 PED 1650 24 12 12 12 60
    Gorgon Modified 220 PED 2000 40 20 20 20 100
    Gorgon Augmented 390 PED 2800 64 32 32 32 160
    Gorgon Perfected 620 PED 3500 86 43 43 43 215

    Originally Posted Here
    Unfortunately the numbers in this announcement do not match the information obtained when checking the items at the NPC in Ancient Greece. Here are some examples:

    Gorgon Improved - Gorgon Modified - Gorgon Augmented

    I expect that Perfected Gorgon will have 80 Impact protection, which means it will be the Armor with the highest Impact protection in game and put Carramone in 2nd place.
    Last edited by Legends; 03-30-2020 at 02:59.
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    Prowler Legends's Avatar
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    reserved for Advanced knowledge section

    (still working on this one, might be a few more days before it's posted)
    Last edited by Legends; 03-21-2020 at 13:48.
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    Prowler Legends's Avatar
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    Further Research

    Mob Damage Types & Proportions

    There is still quite a bit of research that needs to be done. One particular area of research which I am quite interested in is figuring out what damage types creatures do and in what proportions. I have done a bit of this on my own over the last couple of years but that definitely isn’t as fun as it could be if it were being done in collaboration with many other players.

    How this is done exactly is somewhat of a tedious process. You really have to put your thinking cap on and try to come up with ingenious ways to isolate damage types as you go along. I have heard of perhaps one other way that this can be achieved using software, which ultimately might be easier on the brain, but I’m not sure who has this so I will just give you my way of doing it. This is from the Monria forum and is just a write-up that I did to go over the details of how I determined the Yog's damage proportions:

    A few have asked me how I actually determined the damage types and proportions for the Yogs so I thought I would lay out the details here so others can see the math and all the nitty-gritty details if they are interested in that sort of thing.

    1. To get the total amount of damage being dealt by a mob.

    So first I confronted the Level 5 Yog Tunneller naked to see how much damage it deals when you're not protected at all. I stood there and took blows for a while, healing myself as required so I wouldn't die, and noted the amount of damage from each blow. I didn't write these down or record them in any way, the only thing I was interested in was the highest and lowest numbers.

    You see, a mob's attack is exactly the same as our attack on the mob with a weapon, the damage that will be dealt is going to fall within a range (you see this range when you check Item Info on your weapon), with the lowest number for that range being exactly half of the most damage that can be dealt, or received.

    After close to an hour of standing there and paying attention to how much damage was being inflicted on me by the Yog, I was able to determine that the range was right around 8.5 to 17.0 (give or take 0.1), the average of that being 12.5 damage per hit.

    2. To isolate which damage types are being dealt by a mob.

    I'm skipping ahead a few steps here, basically I tried a few different things, was able to confirm that the Yog did not deal any Electric damage, then was able to confirm that it also did not deal any Penetration, so I had a hunch that my Goblin armor + Pulsar 8 plates would probably Deflect all damage. So I put my Pulsar 8 plates on my Goblin and went back to the Cave to test it out against the Level 5 Yog Tunneller.

    Goblin armor + Pulsar 8 plates provides the following protection
    23 Impact
    19 Cut
    6 Stab
    9 Acid

    When confronting the Yog with this armor set-up, I was Deflecting all damage every time, meaning the armor+plates absorbed 100% of the damage dealt by the Yog. What this confirmed was that there was no other types of damage, in other words, 100% of the damage dealt by the Level 5 Yog Tunneller had now been narrowed down from the 9 possible damage types in the game, to the 4 damage types that this armor set-up protected me against. Now I just had to figure out in what proportion the Yog dealt the Impact, Cut, Stab and Acid.

    3. To determine the portion of Acid the Yogs deal.

    In order to determine how much Acid the Yogs deal, I need to isolate this damage type either by protecting only for Acid and not for the other damage types, or protecting for all the other damage types and not for Acid. I found an armor/plate combination that would accomplish the second option.

    Firewall armor + Pulsar 8 plates provides the following protection
    11 Impact
    19 Cut
    10 Stab
    16 Electric

    I knew that the Yogs didn't deal Electric, so I didn't need to take that into account when using the Firewall armor. This set-up would block all the Impact, Cut and Stab damage and would only let the Acid damage get through, allowing me to determine the proportion of Acid.

    When confronting the Yog with the Firewall set-up, the minimum damage observed getting through was 1.5 and the maximum was 3.0, giving us an average of 2.25 points of damage getting through. Since we know from the testing done with the Goblin armor set-up that the only possible damage types are Impact, Cut, Stab and Acid, and the only thing that the Firewall set-up is not protecting me against is Acid, then the 2.25 of average damage must be Acid.

    2.25 of 12.5 is 18%, therefore the portion of Acid damage from the Yog is 18%.
    Therefore also, the sum of the Impact/Cut/Stab damage is 82%.

    4. Now to determine how much Stab is dealt.

    The Gnome armor provides the following protection
    11 Impact
    4 Cut

    When confronting the Yog with the Gnome armor, the minimum damage observed getting through was 4.0 and the maximum was 8.0, giving us an average of 6.0 points of damage getting through. That means the Gnome armor was blocking 6.5 points of damage (since naked average was 12.5, minus 6 = 6.5)

    6.5 of 12.5 is 52%, therefore the portion of Impact/Cut damage is 52%
    If the Acid damage is 18%, then 100 minus 18, minus 52 = 30%
    The proportion of Stab damage dealt is 30%

    5. The only thing left to do now is to determine how much of that 52% is Impact damage, and how much is Cut damage.

    To do that, we'll just use the Goblin armor without any plates. Since Goblin only protects against Impact and Acid, and we already know the proportion for Acid, we'll just take the total amount of damage blocked, minus the 2.25 of Acid, and that will give us how much Impact the Yog deals.

    Goblin armor provides the following protection
    12 Impact
    9 Acid

    When confronting the Yog with the Goblin armor, the minimum damage observed getting through was 5.0 and the maximum was 10.0, giving us an average of 7.5 points of damage getting through. That means the Goblin armor was blocking 5.0 points of damage (since naked average was 12.5, minus 7.5 = 5.0)

    If Acid damage is 2.25, then Impact damage is 2.75 (since 5.0 minus 2.25 = 2.75)
    2.75 of 12.5 is 22%, Impact damage is 22%!
    52 minus 22 = 30, Cut is 30%!

    So the breakdown is as follows:

    22% Impact
    30% Cut
    30% Stab
    18% Acid

    These tests are repeatable and can be verified by anyone.

    Also, something like this needs to be done on a Level 6 Yog so we can determine the proportion of Cold.
    I did a similar write-up to go over the details of how I figured out the damage types for the Shub Combatant (L17) which you can read here if you’d like.

    Other mobs I’ve researched in this way include the Oompa, Sicarius and GMC on the new Ark Moon.

    Some mobs that I think would be of interest at this time would be:

    Daudaormurs in Ancient Greece: I think many would be interested to know just how much of their damage is actually Acid and what are the other damage types that they inflict;

    New Calamusoids: I don’t believe anyone has confirmed or denied yet that the new ones are doing the same damage that the old ones used to do;

    Death Drakes: it has been brought to my attention recently that the information in Entropiawiki.com on them is incorrect;

    Aurli: I’ve had several hunters report that they seem to hit a lot harder than they used to, and as far as I know, no official investigation has ever been performed to find out what has changed exactly;

    New AG mobs: with the increased activity in Ancient Greece lately, I think knowing the damage types and proportions of the new mobs there could be very beneficial to many hunters;

    If there are any other mobs that you think could be of interest, please let us know and I will add it to the list.

    Durability formula for Limited Armor

    This is not hard to do but possibly quite tedious. I know that there are people out there that know how to do this. If not, I will do a detailed write-up of how this can be tested.

    Break Rates of Armor Enhancers

    I don’t think this is something that can be predicted with absolute certainty, but figuring out an average value for this should be doable. I’ve only started thinking about how I would proceed testing this so if anyone out there has already figured out a procedure, please share.

    Compensation for Armor decay

    Our understanding of this 'compensation' is not so good, it hasn't officially been tested and so far all we really have is this statement from 3 years ago from MindArk:

    Quote Originally Posted by Charlie|MindArk View Post
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    Most of the decay from healing and using armor is now compensated for in the loot of the mob. On top of this the actual amount of decay to the armor per damage absorbed was reduced greatly. Overall the cost for healing and armor usage is less than 5% of what it used to be.
    Although it sounds like 95% of the decay is compensated in the loot of the mob, the statement just states that "Overall the cost ... is less than 5% of what it used to be." We have to remember that Armors used to decay a lot more before loot 2.0, around 2-3 times more than they do now. So as you can see, the statement could be alluding to the macro data, the compensation could be random, just like loot is, and the actual mean average of this compensation might fall much lower at say 70% and the statement would still be true since it refers to the costs as they "used to be", and they used to be a lot more.

    I think using team mechanics may be the easiest way to research this and/or shared mobs. I would recommend using Unlimited armors and plates as it's much easier and quicker to see what the real decay was down to the 4th decimal place at the repair terminal.
    Last edited by Legends; 03-25-2020 at 06:54.
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    Prowler hogfather's Avatar
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    +rep for a well researched and informative post with a lot of value for players.

    Only comment I would make is that maybe you'd want to include the 'lowering protection' part of UL armors in your decay/cost calculations, since after a point in a hunt, especially with low TT and durability armors new players use, the difference in protection is going to manifest as added healing costs.
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  8. #8

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    Amazing guide, will bookmark this for disciples
    Many things I didn't know!

    You created your account
    2004-12-21.

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    Quote Originally Posted by Killahbee View Post
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    Amazing guide, will bookmark this for disciples
    Many things I didn't know!
    Be careful then and do your own research, every PEC put into markup is gone bye bye (same goes for L weapons, L amps, etc) while pure TT decay is mostly compensated in loot, markup is not.

    I'm not saying L armors are bad, they have their place but newbies and disciples should not waste MU on (L) armors.

    It's just my opinion.
    Last edited by Angel O2 Mercer; 03-23-2020 at 13:25.

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