5.0 KiB
5.0 KiB
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:
- Armor decays significantly less per point of damage absorbed
- No minimum decay based on total protection - always proportional to damage absorbed
- Armor absorbs ALL incoming damage - no more 1.0 damage taken on full absorption (shown as "Deflected" message)
- Armor and platings decay independently based on actual damage each absorbs, not both decaying as if absorbing full damage
- 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:
- Plate takes damage first (if equipped)
- Armor takes remaining damage
- 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
- Decay Formula: Linear per damage point absorbed
- Plate Priority: Plates absorb first, then armor
- Independent Decay: Each piece decays separately
- Deflected Message: Indicates full absorption (0 player damage)
- Block Chance: Roll for block before applying damage
- 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