Difference between revisions of "Armor"
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(→Armor penalty: According to a forum post by Styg, total armor penalty is tracked beyond 95%, and feats like Nimble reduce this actual total armor penalty.)
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=== Armor penalty ===
=== Armor penalty ===
Armor penalty is an important property of all armors. It reduces your [[Dodge]], [[Evasion]], [[Stealth]] and [[Movement Points]] by a percentage. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at '''95%'''. Armor penalty does not reduce movement points provided by temporary bonuses, such as [[Sprint]].
Armor penalty is an important property of all armors. It reduces your [[Dodge]], [[Evasion]], [[Stealth]] and [[Movement Points]] by a percentage. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at '''95%''' . Armor penalty does not reduce movement points provided by temporary bonuses, such as [[Sprint]].
Latest revision as of 17:19, 21 July 2021
Damage resistance and threshold
Armor in Underrail reduces damage via one of two mechanics, percentage-based damage resistance or flat damage threshold (DR% / DT). When you take damage, your armor will either reduce it by the amount specified by the damage resistance or by the flat amount specified by the threshold, whichever is greater, not both. Thus, higher DT is better against faster attacks that deal less damage (such as SMGs, knife attacks, etc), while higher DR% is better against heavy attacks (snipers, sledgehammers, etc). Since version 0.1.14.2, player's Mechanical resistance is capped at 95%.
Some armors are specialized against certain attack types and their resistances and/or thresholds are increased against those. (e.g. Mechanical damage threshold of Tactical Vests is increased by 200% against bullets.)
Damage taken will also be reduced (or increased) by the damage modifier percentage. It is counted after any DR% / DT provided by armor, so it stacks multiplicatively with armor resistances and works against armor-piercing attacks. Some armors provide small amounts of damage reduction in addition to their DR% / DT. Many items, consumables and feats also provide damage reduction. Certain effects increase the damage modifier and thus increase damage taken.
|Damage modifier sources|
|Source||Damage modifier||Damage/attack type(s)||Type||Notes|
|Evasion||-0% to -85%||Area of effect attacks||Skill|
|Stuntman||-20%||Area of effect attacks||Feat||additive to evasion, still capped at -85%|
|Conditioning||-10% to -25%||Mechanical, Heat, Cold||Feat|
|Conditioning||-5%||Mechanical, Heat, Cold||Specialization|
|Stoicism||-0% to -24%||All||Feat||1% per 4% health missing|
|Stoicism||-0% to -12%||All||Specialization|
|Ancient Rathound Leather Armor||-5%||Mechanical||Armor Suit|
|Infused Ancient Rathound Leather Armor||-5%||Mechanical||Armor Suit|
|Infused Ancient Rathound Leather Armor||Varies||Heat, Cold||Armor Suit|
|Infused Leper Serpent Leather Armor E||Varies||Bio||Armor Suit|
|Nanocomposite Plate armors||Varies||Critical Hits||Armor Suit|
|Blast Overcoat armors||Varies||Explosions||Armor Suit|
|Gray Spec Ops Armor E||-20%||Explosions||Armor Suit|
|Blast Suit||-85%||Explosions||Armor Suit|
|Blast Tabi Boots||Varies||Explosions||Footwear|
|Canned Czernina E||-15%||Heat||Food|
|Cooked Burrower Egg||-35%||Poison||Food|
|Sea Serpent Fillet E||-20%||Poison||Food|
|Mutie Stew E||-35%||Acid||Food|
|Kzozel Yantar E||-15%||Mechanical||Food|
|Leper Poison E||+10% to +60%||Mechanical||Poison||Max 6 stacks, 10% per stack|
|Chemical Destabilization: Acid||+25% to +50%||Acid||Status effect||Max 2 stacks, 25% per stack|
|Chemical Destabilization: Heat||+25% to +50%||Heat||Status effect||Max 2 stacks, 25% per stack|
|Chemical Destabilization: Cold||+25% to +50%||Cold||Status effect||Max 2 stacks, 25% per stack|
|Infected Wound||+10% to +30%||All||Status effect||Max 3 stacks, 10% per stack|
|Infected Wound with Vile Weaponry: Damage specialization||+15% to +45%||All||Status effect||Max 3 stacks, 15% per stack|
|Contaminated||+10% to +200%||All||Status effect||Max 20 stacks, 10% per stack|
Armor penalty is an important property of all armors. It reduces your Dodge, Evasion, Stealth and Movement Points by a percentage. The heavier the armor is, the more armor penalty it has. Total armor penalty is capped at 95% for most purposes, with the exception of feats such as Nimble. Armor penalty does not reduce movement points provided by temporary bonuses, such as Sprint.
|Armor type||Leather Armor|
|Leather Armor (Serpent Skin) E|
|Tactical Vest with armor plate|
|Riot Gear with riot shield|
Since version 0.1.7.0, most armors and weapons have durability. You must either buy or craft repair kits that can be used to keep your equipment in working order. Once an armor's durability has been degraded enough, your UI will notify you that you have Damaged Armor and the armor will provide reduced bonuses, or no bonuses at all in case of Heavily Damaged Armor. Armor that has reached heavily damaged status or zero durability provides no bonuses, but they can still be repaired back to normal. Any equipped heavily damaged armor still provides any penalties it may have.
Shield emitters provide your character with an energy shield when powered. Energy Shield Emitters are craftable and do not suffer from limited durability, but require electrical energy.
Belts grant extra utility slots and various other bonuses. Belts are not craftable and do not suffer from limited durability unlike most other armor pieces.
Armor in Underrail can be roughly split into three types - light, medium and heavy. These are not set-in-stone limitations, but rough examples of different playstyles. Mixing and matching different types is possible and encouraged.
Light armors are characterized by zero or light armor penalty and bonuses stealth, movement and dodge/evasion.
Medium armors are characterized by specialized bonuses and medium armor penalty that allows a mix of stealth, mobility, damage avoidance and absorption as defense.
Heavy armors are characterized by heavy armor penalty, heavy weight and greatest damage resistances.