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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:
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:
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.
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:
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:
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:
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.
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:
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.
What is the first armor I should get?
The first armor you should get is the one you are given once you graduate your discipleship. To get it, you must have a Mentor and you must graduate. The planet you are on at the moment you graduate determines the armor you will get, i.e. each planet has it's own Graduation armor which has it's own unique look and set of protection stats.
Which Graduation armor should I get?
The best Graduation armor used to be the Musca Adjusted awarded on Arkadia, however since the introduction of the Atlas armor on NI, it is debatable now which one is the best. Though Acid protection isn't that usefull for low level hunters, the Atlas does have 10 Impact, 9 Cut and 9 Stab, which actually makes it pretty strong compared to all other Graduation armors, not to mention it looks pretty cool. So I predict the resale value should maintain itself pretty well versus the others.
I have now outgrown my Graduation armor, what is the next armor I should get?
Have you bought yourself a set of 5B and/or other armor plates to use with that armor yet? If not, that's what you should do. Adding a set of 5B plates to your Graduation armor will make it go a lot further. If you have already gotten a set of 5B and/or other armor plates, then you have a few options, depending on what you like to hunt:
Gremlin: This is by far the most versatile armor in the game for your level; it can be used for hunting practically anything that your dps will currently allow you to hunt, with the right set of plates of course.
Nemesis: This set has the advantage that it's parts are upgradeable to Adjusted Nemesis. Nemesis has 15 Impact, 15 Cut and 15 Stab, which is somewhat comparable to Ghost, but it lacks the Cold and Electric protection. Still, it should be considered here as it could be part of your long term strategy as a hunter. Some may choose to skip ahead and just go straight to a set of Adjusted Nemesis and though it isn't really necessary yet, if you can afford it, it's probably not a bad idea (but this is primarily a robot armor, so if you hate hunting robots, then don't get it).
Ghost: The most protection you can get for the money, bar none. Almost every single hunter in Entropia will at some point or other own this armor set. Ghost with the right set of armor plates makes pretty much all of the old-school mid-level Entropia mobs possible to hunt, including but not limited to: Atrox, Argonaut, Allo/Estos, Feffoid, Ambulimax, Longu, Mulmun and Longtooth. The Ghost is the most sensible purchase of the 3 options discussed here.
I have now outgrown Ghost+5B, what is the next armor I should get?
Have you bought an Adjusted Restoration chip yet? If you haven't already, that may be what you want to do at this point since this is practically a must for any hunter. An Adj Resto chip will allow you to go much further with whatever armor setup you currently have and postpone the need for you to get a stronger, more expensive armor set.
If you already have an Adj Resto chip and you find that your Ghost isn't doing the job anymore, I'm sorry to inform you, but there is a bit of a gap here in the line up. Or depending on which way you want to look at it, there's a big spike in the costs of protection. From the +300 ped or so that Ghost cost, we now find ourselves looking at options ranging from +2.5k to +10k:
Adjusted Nemesis: This is not a very big upgrade from Ghost but don't underestimate this armor set; if properly matched to the mob, it can take you a very long way, even above level 50 probably, you'd still find it usefull for hunting certain mobs, especially certain robots. It is quite versatile since it has both a decent amount of close damage protection and ranged damage protection.
Lion: A very nice mid-range armor with the Impact, Cut, Stab protection strengths inverted (normally Impact always has the highest protection value but in the case of Lion, Stab has the highest protection value). Lion armor parts drop in Robot Beacons. A full male set costs approximately 8500-11,000 ped these days.
Adjusted Boar: Very nice armor set with a Dodge buff and 30 Impact protection. A male set of Adj Boar costs about +8k to +10k nowadays, though it is pretty rare and so I predict the price will go up further.
Adjusted Jaguar: More balanced protection compared to Adj Boar, similar price range.
Another option is to just use cheap looted armor pieces from auction. For example most Martial (L) armor parts cost less than 110%, same goes for armor parts like Tiger (L), Hermes (L), Vain (L), Spartacus (L), even Eon (L). There is nothing wrong with bridging the gap at this point using cheap limited looted armor pieces, and even mixing and matching as needed, until you are ready to settle into something a little more permanent like for example upgrade Angel, upgraded Gorgon armor or something similar, which should last you a very very long time before it's no longer useful to you and you have to get something else.
Some people might advise you to get Modified Viceroy at this point, I just don't see how that makes any financial sense since it is avatar bound and not tradeable. In any case, if you do decide to go that route, be prepared for it to cost you about 9k ped in all.
How does Block Chance work?
Some upgraded armor plates have a percentage Block Chance buff on them, which means that you have a chance to Block the incoming damage and therefore the hit becomes null and of no consequence to you; i.e. you take no damage and your armor and plate do not decay since the hit was blocked completely.
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:
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.
Frequently Asked Questions
What is the first armor I should get?
The first armor you should get is the one you are given once you graduate your discipleship. To get it, you must have a Mentor and you must graduate. The planet you are on at the moment you graduate determines the armor you will get, i.e. each planet has it's own Graduation armor which has it's own unique look and set of protection stats.
Which Graduation armor should I get?
The best Graduation armor used to be the Musca Adjusted awarded on Arkadia, however since the introduction of the Atlas armor on NI, it is debatable now which one is the best. Though Acid protection isn't that usefull for low level hunters, the Atlas does have 10 Impact, 9 Cut and 9 Stab, which actually makes it pretty strong compared to all other Graduation armors, not to mention it looks pretty cool. So I predict the resale value should maintain itself pretty well versus the others.
I have now outgrown my Graduation armor, what is the next armor I should get?
Have you bought yourself a set of 5B and/or other armor plates to use with that armor yet? If not, that's what you should do. Adding a set of 5B plates to your Graduation armor will make it go a lot further. If you have already gotten a set of 5B and/or other armor plates, then you have a few options, depending on what you like to hunt:
Gremlin: This is by far the most versatile armor in the game for your level; it can be used for hunting practically anything that your dps will currently allow you to hunt, with the right set of plates of course.
Nemesis: This set has the advantage that it's parts are upgradeable to Adjusted Nemesis. Nemesis has 15 Impact, 15 Cut and 15 Stab, which is somewhat comparable to Ghost, but it lacks the Cold and Electric protection. Still, it should be considered here as it could be part of your long term strategy as a hunter. Some may choose to skip ahead and just go straight to a set of Adjusted Nemesis and though it isn't really necessary yet, if you can afford it, it's probably not a bad idea (but this is primarily a robot armor, so if you hate hunting robots, then don't get it).
Ghost: The most protection you can get for the money, bar none. Almost every single hunter in Entropia will at some point or other own this armor set. Ghost with the right set of armor plates makes pretty much all of the old-school mid-level Entropia mobs possible to hunt, including but not limited to: Atrox, Argonaut, Allo/Estos, Feffoid, Ambulimax, Longu, Mulmun and Longtooth. The Ghost is the most sensible purchase of the 3 options discussed here.
I have now outgrown Ghost+5B, what is the next armor I should get?
Have you bought an Adjusted Restoration chip yet? If you haven't already, that may be what you want to do at this point since this is practically a must for any hunter. An Adj Resto chip will allow you to go much further with whatever armor setup you currently have and postpone the need for you to get a stronger, more expensive armor set.
If you already have an Adj Resto chip and you find that your Ghost isn't doing the job anymore, I'm sorry to inform you, but there is a bit of a gap here in the line up. Or depending on which way you want to look at it, there's a big spike in the costs of protection. From the +300 ped or so that Ghost cost, we now find ourselves looking at options ranging from +2.5k to +10k:
Adjusted Nemesis: This is not a very big upgrade from Ghost but don't underestimate this armor set; if properly matched to the mob, it can take you a very long way, even above level 50 probably, you'd still find it usefull for hunting certain mobs, especially certain robots. It is quite versatile since it has both a decent amount of close damage protection and ranged damage protection.
Lion: A very nice mid-range armor with the Impact, Cut, Stab protection strengths inverted (normally Impact always has the highest protection value but in the case of Lion, Stab has the highest protection value). Lion armor parts drop in Robot Beacons. A full male set costs approximately 8500-11,000 ped these days.
Adjusted Boar: Very nice armor set with a Dodge buff and 30 Impact protection. A male set of Adj Boar costs about +8k to +10k nowadays, though it is pretty rare and so I predict the price will go up further.
Adjusted Jaguar: More balanced protection compared to Adj Boar, similar price range.
Another option is to just use cheap looted armor pieces from auction. For example most Martial (L) armor parts cost less than 110%, same goes for armor parts like Tiger (L), Hermes (L), Vain (L), Spartacus (L), even Eon (L). There is nothing wrong with bridging the gap at this point using cheap limited looted armor pieces, and even mixing and matching as needed, until you are ready to settle into something a little more permanent like for example upgrade Angel, upgraded Gorgon armor or something similar, which should last you a very very long time before it's no longer useful to you and you have to get something else.
Some people might advise you to get Modified Viceroy at this point, I just don't see how that makes any financial sense since it is avatar bound and not tradeable. In any case, if you do decide to go that route, be prepared for it to cost you about 9k ped in all.
How does Block Chance work?
Some upgraded armor plates have a percentage Block Chance buff on them, which means that you have a chance to Block the incoming damage and therefore the hit becomes null and of no consequence to you; i.e. you take no damage and your armor and plate do not decay since the hit was blocked completely.
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