New Armour bonuses and what exactly they do

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Some_Jerk
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New Armour bonuses and what exactly they do

Post by Some_Jerk » 21 Feb 2017, 03:43

Some of the new armor bonuses are pretty clear as to how they affect your character in name alone, such as "faster reload". Unfortunately, a lot of them don't have an obvious name or any description.
Here's a list of what I've seen so far:

Padded:
"Impact Resistance" - My guess is reduces damage you take when hit by a horse
"Polearms Mastery" - Damage with spears, militia, and pole weapons? I thought it might increase your green skill, but it doesn't seem to.

Leather:
"Ranged Weapons Mastery" - Damage with all ranged weapons?
"Faster Reload" I think this is straightforward.

Chain:
"Cavalry Weapons Mastery" - Guessing it increases everything now considered to be a "cavalry weapon" which, btw, now includes the beloved Knight Sword. It looks like they made it a hand and a half sword, can anyone tell me how it compares to the bastard sword?
"Spurs" - I think this must increase speed while riding horses.

Scale:
"Infantry Weapons Mastery" - Damage with all "Infantry" weapons?
"Increased Protection" - More armour? - Just tested this: It doesn't look like it gives more armour. Taking the same damage with less bonus. Perhaps it has something to do with shields?

I notice that a novice set of armor increases the values by 0.5 for boots and gloves, and 1 for arms, helm, chest, and legs, for a total of 5 points. If this translates into 5%, I think this bonus is beyond "a minimal bonus which won't make much difference" and it may need to be lowered. Of course, I wouldn't object to removing these bonuses altogether, as I feel they detract from the value of the game by forcing players into using a particular armour type.

These values are based on novice/first tier armour. Has anyone been able to see if the magical armour bonuses are higher for regular or heavy armour types? Edit: Regular armour does has 2/2/2/2/1/1 per piece, for a total of ten. I'm going to assume that heavy is 15 total. If this is a percentage, it's very game-changing.

Thanks for any help figuring this one out. Hope you're all enjoying the beta.
Last edited by Some_Jerk on 21 Feb 2017, 05:45, edited 3 times in total.


Toren
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Re: New Armour bonuses and what exactly they do

Post by Toren » 21 Feb 2017, 04:45

My beloved Knight Sword turned into a trash Sword after doing some testing in the MMO. :(


Some_Jerk
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Re: New Armour bonuses and what exactly they do

Post by Some_Jerk » 23 Feb 2017, 05:17

Bumping this because I'd like to see if anyone knows anything else about these.


Sharana
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Re: New Armour bonuses and what exactly they do

Post by Sharana » 23 Feb 2017, 12:23

Some_Jerk wrote:Bumping this because I'd like to see if anyone knows anything else about these.

In general, they boost metaclass specific bonuses and weapon bonuses.
Padded - bonus to poled weapons damage in %% = magnitude. Resist from "impact" type of damage (that is dealt by a horse) %% = magnitude
Leather - bonus to ranged weapons damage (bows, xbows, throwing) %%=magnitude. Bonus in %% to the bows and xbows reload speed
Chainmail - all your damage with weapons while mounted increased by %% = magnitude. Spurs - increase your horse turning speed by magnitude
Scale - bonus to damage of infantry type of weapons (1h axes, swords and maces) %% = magnitude. Bonus to passive block resistance. If you will wear a shield, but will not be blocking actively and will receive a blow on that shield - less damage will be passed on your body.
Plate - bonus to damage of heavy infantry type of weapons (2h axes, swords and maces) %% = magnitude. Tightly fitted armor - gives a chance to resist a poisoned weapon hit: probability to be poisoned = 1.0 - 0.03 * Magnitude


The Magnitudes are 5/10/15 depending on the tier of the armor. But as 99.9999% use tier 2 armors we can say the bonuses are 10% :)
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Some_Jerk
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Re: New Armour bonuses and what exactly they do

Post by Some_Jerk » 23 Feb 2017, 22:25

Sharana wrote:
Some_Jerk wrote:Bumping this because I'd like to see if anyone knows anything else about these.

In general, they boost metaclass specific bonuses and weapon bonuses.
Padded - bonus to poled weapons damage in %% = magnitude. Resist from "impact" type of damage (that is dealt by a horse) %% = magnitude
Leather - bonus to ranged weapons damage (bows, xbows, throwing) %%=magnitude. Bonus in %% to the bows and xbows reload speed
Chainmail - all your damage with weapons while mounted increased by %% = magnitude. Spurs - increase your horse turning speed by magnitude
Scale - bonus to damage of infantry type of weapons (1h axes, swords and maces) %% = magnitude. Bonus to passive block resistance. If you will wear a shield, but will not be blocking actively and will receive a blow on that shield - less damage will be passed on your body.
Plate - bonus to damage of heavy infantry type of weapons (2h axes, swords and maces) %% = magnitude. Tightly fitted armor - gives a chance to resist a poisoned weapon hit: probability to be poisoned = 1.0 - 0.03 * Magnitude


The Magnitudes are 5/10/15 depending on the tier of the armor. But as 99.9999% use tier 2 armors we can say the bonuses are 10% :)


Thanks Sharana.
So if it really is percentage bonus to damage, that's massive, and not at all what they claimed it to be (a small bonus that is nearly un-noticable.) 10% is an especially large amount. I can't even fathom 15.
I tested the scale bonuses against passive shield and found there to be no difference in damage. If this is what the devs intended that bonus to do, this could mean it's not working.


Sharana
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Re: New Armour bonuses and what exactly they do

Post by Sharana » 23 Feb 2017, 23:19

Also the reworked resists:

tier 2 plate:
slash=0.7
pierce=0.38
chop=0.54
blunte=0.36
siege=0.32

tier 2 chainmail:
slash=.54
pierce=0.36
chop=0.45
blunt="0.25
siege=0.25

tier 2 scale:
slash=0.5
pierce=0.42
chop=0.46
blunt=0.36
siege=0.32

tier 2 leather:
slash=0.34
pierce=0.36
chop="0.35
blunt=0.26
siege=0.71

tier 2 padded:
slash=0.3
pierce=0.32
chop=0.31
blunt=0.35
siege=0.52
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Camil199197
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Re: New Armour bonuses and what exactly they do

Post by Camil199197 » 24 Feb 2017, 01:52

Sharana wrote:Also the reworked resists:

tier 2 plate:
slash=0.7
pierce=0.38
chop=0.54
blunte=0.36
siege=0.32

tier 2 chainmail:
slash=.54
pierce=0.36
chop=0.45
blunt="0.25
siege=0.25

tier 2 scale:
slash=0.5
pierce=0.42
chop=0.46
blunt=0.36
siege=0.32

tier 2 leather:
slash=0.34
pierce=0.36
chop="0.35
blunt=0.26
siege=0.71

tier 2 padded:
slash=0.3
pierce=0.32
chop=0.31
blunt=0.35
siege=0.52


Do you guys tested tier 1 and tier 3 too? (If yes please send :) )


Sharana
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Re: New Armour bonuses and what exactly they do

Post by Sharana » 24 Feb 2017, 03:42

Camil199197 wrote:Do you guys tested tier 1 and tier 3 too? (If yes please send :) )


LiF/data/cm_equipTypes.xml

You can check them all yourself in the MMO folder :) I posted the tier 2s, because that's what 99% of the players use and respectively care about :)
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Camil199197
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Re: New Armour bonuses and what exactly they do

Post by Camil199197 » 24 Feb 2017, 07:36

Sharana wrote:
Camil199197 wrote:Do you guys tested tier 1 and tier 3 too? (If yes please send :) )


LiF/data/cm_equipTypes.xml

You can check them all yourself in the MMO folder :) I posted the tier 2s, because that's what 99% of the players use and respectively care about :)


Thank you Sharana


Minzi1990
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Re: New Armour bonuses and what exactly they do

Post by Minzi1990 » 24 Feb 2017, 08:24

Sharana wrote:
Camil199197 wrote:Do you guys tested tier 1 and tier 3 too? (If yes please send :) )


LiF/data/cm_equipTypes.xml

You can check them all yourself in the MMO folder :) I posted the tier 2s, because that's what 99% of the players use and respectively care about :)


Sharana you are mvp! thx for that information :friends:


Some_Jerk
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Re: New Armour bonuses and what exactly they do

Post by Some_Jerk » 24 Feb 2017, 10:12

Thank you for posting the armour stats Sharana.

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