Lemontropia-Suite/docs/ARMOR_GUIDE_2020.md

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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