# Entropia Universe Armor Mechanics - Official Guide **Source:** "A Most Complete Guide to Armors (2020 Edition)" - PlanetCalypsoForum **Thread:** https://www.planetcalypsoforum.com/forum/index.php?threads/a-most-complete-guide-to-armors-2020-edition.270884/ **Date:** 2026-02-09 --- ## Loot 2.0 Armor Changes (VU 15.15, June 2017) MindArk made significant changes to how armors work: ### Key Changes: 1. **Armor decays significantly less** per point of damage absorbed 2. **No minimum decay** based on total protection - always proportional to damage absorbed 3. **Armor absorbs ALL incoming damage** - no more 1.0 damage taken on full absorption (shown as "Deflected" message) 4. **Armor and platings decay independently** based on actual damage each absorbs, not both decaying as if absorbing full damage 5. **Armor decay is now linear** per point of damage absorbed (not increasing cost per damage) --- ## Armor Economy (Durability) ### Base Protection Cost: **20 hp / pec** - This is the standard armor durability baseline. ### Comparison with Healing Tools: | Protection Method | Economy | |-------------------|---------| | Armor (base) | ~20 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 | 4 hp/pec | **Conclusion:** Armor is very economical compared to most healing tools. --- ## Armor Progression Guide ### 1. First Armor: Graduation Set - Get by graduating with a Mentor - Each planet has unique graduation armor - **Best choice:** Atlas (NI) or Musca Adjusted (Arkadia) ### 2. Early Game: Before Ghost **Add plates first!** Get 5B plates for your graduation armor. Then choose: - **Gremlin** - Most versatile armor - **Nemesis** - Upgradeable to Adjusted Nemesis (robot armor) - **Ghost** - Most protection for the money (recommended) ### 3. Mid Game: After Ghost+5B Options (price jump!): - **Adjusted Nemesis** (~2.5k PED) - Good for robots - **Lion** (~5-6.5k PED) - Robot Beacon drops - **Adjusted Boar** (~7.5-9.5k PED) - 30 Impact, Dodge buff - **Looted (L) pieces** - Cheap bridge option ### 4. End Game - Upgraded Angel - Upgraded Gorgon - Modified Viceroy (avatar bound, ~9k PED) --- ## Damage Absorption Mechanics (Post-Loot 2.0) ### How Protection Works: 1. **Plate takes damage first** (if equipped) 2. **Armor takes remaining damage** 3. **Player takes overflow** (if any) ### Decay Calculation: ``` Plate decay = (damage_absorbed_by_plate / total_plate_protection) × plate_decay_rate Armor decay = (damage_absorbed_by_armor / total_armor_protection) × armor_decay_rate ``` **Key Point:** Plate and armor decay **independently** based on actual damage each absorbs. ### Example: - Monster hits: 20 Impact damage - Plate protects: 15 Impact - Armor protects: 5 Impact (remaining) - Player takes: 0 damage (deflected) **Decay:** - Plate decays for absorbing 15 damage - Armor decays for absorbing 5 damage --- ## Armor Buffs Many armor sets offer buffs: - **20% increased Dodge chance** - **10-20% increased Evade chance** - **3% faster reload speed** - **5% Acceleration** - **1-4% Block chance** - Heal over time **Block Chance:** Some upgraded plates have Block Chance - when triggered, hit is nullified (no damage, no decay). --- ## Armor Sets Reference ### Entry Level: - **Gremlin** - Most versatile early armor - **Ghost** - Best protection for price - **Nemesis** - Robot hunting, upgradeable ### Mid Level: - **Adjusted Nemesis** - Robot specialist - **Lion** - Stab-focused protection - **Adjusted Boar** - 30 Impact, Dodge buff ### High Level: - **Angel** (upgraded) - **Gorgon** (upgraded) - **Modified Viceroy** (avatar bound) --- ## Plating Strategy ### General Rule: - **5B plates** are the standard early-game addition - Match plates to mob's damage type - All 7 plates should match (don't mix types) ### Plate Types: - **5B** - General purpose (Impact/Stab/Cut) - **6A** - Cold/Electric protection - **5C** - Burn/Acid protection - Custom plates for specific mobs --- ## Implementation Notes for Lemontropia Suite 1. **Decay Formula:** Linear per damage point absorbed 2. **Plate Priority:** Plates absorb first, then armor 3. **Independent Decay:** Each piece decays separately 4. **Deflected Message:** Indicates full absorption (0 player damage) 5. **Block Chance:** Roll for block before applying damage 6. **Protection Stacking:** Plate + Armor protection values add --- ## Key Formulas ### Cost Per Hit: ``` armor_cost = (damage_absorbed_by_armor / armor_protection) × armor_decay_per_pec plate_cost = (damage_absorbed_by_plate / plate_protection) × plate_decay_per_pec total_cost = armor_cost + plate_cost ``` ### Protection Calculation: ``` total_protection = armor_protection + plate_protection if total_protection >= damage: player_damage = 0 absorbed_by_plate = min(damage, plate_protection) absorbed_by_armor = damage - absorbed_by_plate else: player_damage = damage - total_protection absorbed_by_plate = plate_protection absorbed_by_armor = armor_protection ```