176 lines
5.0 KiB
Markdown
176 lines
5.0 KiB
Markdown
# 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
|
||
``` |