567 Armor cap, Someone explain?

Post » Fri Dec 16, 2011 10:56 am

So... the fact I got my Deadric armor is above 1400 is pointless? What the...!
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Fri Dec 16, 2011 4:26 pm

So... the fact I got my Deadric armor is above 1400 is pointless? What the...!



Not pointless, if it's true that some enemies have armor ignoring perks. Then it would be situationally useful against certain opponents who wield blunt weapons.

Unfortunately, in my experience even this is not the case, even though there's an argument that enemies might have been assigned perks.

Oh well. We'll know for certain when the creation kit is released, I imagine.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Sat Dec 17, 2011 12:09 am

Yeah lol I can get close to the cap wearing FUR. Take that daedric armor!
User avatar
Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Sat Dec 17, 2011 3:01 am

Yeah lol I can get close to the cap wearing FUR. Take that daedric armor!


Honestly, this seems great to me.

It means that, once you've gotten your Armor & Smithing skills high enough, you have the ability to choose your armor by what you LIKE, not by "I've got to wear this terrible armor because I'll get slaughtered otherwise."

More options, more customization, more "RP". Cool.


(of course, until you get to that high level of ability, you still need to progress through the gear. But being able to eventually ignore that and pick armor based on theme/character/appearance is a nice thing to be able to work towards.)
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Fri Dec 16, 2011 4:52 pm

If the cap wasn't there... well, 100% damage reduction from armour?

lol.

That would svck.

The cap is also cool in conjunction with smithing because you can wear what you want not what you need.

So I know I can approach the cap with my steel plate set as my smithing improves.
The armour pretty much levels up with me if I keep pace with smithing and do regular upgrading.
I can rest easy in the knowledge that my virtuous paladin won't be forced to wear Deadric armour to survive.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Fri Dec 16, 2011 10:20 pm

so does this mean the max damage you can take is around 700? Since 567 is 80% damage reduction, the enemy is "theoretically" doing 20% more than that. i.e. 80% dmg reduction is determined by the most dmg you can receive?
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Fri Dec 16, 2011 3:28 pm

so does this mean the max damage you can take is around 700? Since 567 is 80% damage reduction, the enemy is "theoretically" doing 20% more than that. i.e. 80% dmg reduction is determined by the most dmg you can receive?


That has absolutely nothing to do with it. Your armor value is not subtracted directly from damage. Each point of armor is worth 0.12% damage mitigation. That's where we're getting the 667 value. At that point, you'll have 80.04% damage mitigation, but because of the cap, it will just be 80%. Anything beyond it will also still be capped at 80%.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Fri Dec 16, 2011 2:56 pm

also, that list of armor does not mention anything at all about wolf armor, which is a heavy armor...where does it rank on that list?
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Fri Dec 16, 2011 10:27 pm

Ive a thread about this in the mod section http://www.gamesas.com/index.php?/topic/1308847-req-uncap-armor/
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Fri Dec 16, 2011 8:26 pm

That has absolutely nothing to do with it. Your armor value is not subtracted directly from damage. Each point of armor is worth 0.12% damage mitigation. That's where we're getting the 667 value. At that point, you'll have 80.04% damage mitigation, but because of the cap, it will just be 80%. Anything beyond it will also still be capped at 80%.



So then, that 80% would fluxuate? Say a wolf whacks me for 10 dmg, I would only take 2? Compared to a dragon who is whacking me for 100, I would only take 20? if my armor rating is capped...
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Dec 16, 2011 8:51 pm

So then, that 80% would fluxuate? Say a wolf whacks me for 10 dmg, I would only take 2? Compared to a dragon who is whacking me for 100, I would only take 20? if my armor rating is capped...

Yes, of course. That's how percentages work.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Fri Dec 16, 2011 10:37 pm

Yes, of course. That's how percentages work.



So then how does magic/elemental dmg affect you? Say I get whacked for my 20dmg, but on top of that there is 20 frost dmg. I read armor doesn't mitigate elemental/magical, so do you take a straight 20 frost dmg (assuming you have no resistance), or is there an equation that figures it out (assuming that is, that you are no playing post 1.2 and actually have working resistances).
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Fri Dec 16, 2011 10:36 pm

Omg. Do people not know simple math now????? Percentages are not quantum physics. If you got hit for 20 physical dmg and 20 magic damage simultaneously and you were capped on resists (80% physical 85% magical) you would take 4 physical dmg and 3 magical dmg = 7 dmg.......

If you had no magic resists and capped physical you would take 24 dmg total.
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Fri Dec 16, 2011 1:28 pm

So then how does magic/elemental dmg affect you? Say I get whacked for my 20dmg, but on top of that there is 20 frost dmg. I read armor doesn't mitigate elemental/magical, so do you take a straight 20 frost dmg (assuming you have no resistance), or is there an equation that figures it out (assuming that is, that you are no playing post 1.2 and actually have working resistances).


Magic damage is totally separate from combat damage. Magic and elemental resistances stack multiplicatively as you'd expect them to. If you get hit with a 100 damage fire spell and you have 85% magic resistance and 85% fire resistance, the spell would do 2.25 damage. And yes, damage is a float. Your health can go out to the second decimal place. An enchanted weapon would have separate resistance against its physical damage (your armor) and its magical damage (magic/elemental resistance).
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Fri Dec 16, 2011 11:52 pm

How do people get to that high amount of armor? (1000+) I have full Daedric and 100 in smith, 5/5 juggernaut and 1/1 in the 25% more armor if wearing full heavy and I'm only at like 662 armor or so, how the hell do you go that high? o.O

Edit: Obviously all pieces are Legendary quality.
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri Dec 16, 2011 9:23 pm

How do people get to that high amount of armor? (1000+) I have full Daedric and 100 in smith, 5/5 juggernaut and 1/1 in the 25% more armor if wearing full heavy and I'm only at like 662 armor or so, how the hell do you go that high? o.O

Edit: Obviously all pieces are Legendary quality.



Enchanting potions to give yourself +109 Smithing + Blacksmith potion 50%, 160 smithing improves Legendary. The grade stops at Legendary but you can still improve it.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Fri Dec 16, 2011 5:17 pm

So no one has confirmed if blunt using enemies Ignore Armor?
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Previous

Return to V - Skyrim