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A question of Default Armor system and others ^_^ - Printable Version

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A question of Default Armor system and others ^_^ - Lazarus - 07-13-2012 05:11 PM

Hi, first, sry for my fu***** english. P:

I had some questions?
1- How works the default armor system of Sphere? [with nightlys, not community sys]
2- How works Protection?
3- How works Reactive armor?

1 I'd seen that the default armor system works with any part, if you have a helmet, you will defend that part only, the head. The Armor it's equal to all parts and then you defend every single part. I'm right?

2- And seen that Protection Adds you ARMOR, how it works? the total armor value influences in the dmg!?!?!? I didn't see that o.o

3 The reactive armor, how % [estimated] returns on damage to the other player?



thanks for read and answer ^_^ spherecommunity are a great information zone to newbies like me.

again, sry for my english Ranting Blush


RE: A question of Default Armor system and others ^_^ - darksun84 - 07-13-2012 08:26 PM

The default system should works in this way :

When you hit, a random body part is selected

Sphere will check the AR value of the body part(0 if no armor)

The damage is calculated in this way :
If AR > 0
Random(Damage - AR of the body part +1 , Damage),

If AR == 0 just apply the damage.


If the random give a result less or equal than 0 , no damage is applied.

So if we hit another player in the head for 15 damage and he has a plate helmet with 33 AR, the new damage will be between : -17 and 15

This mean a 46%(15/32) to do at least from 1 to 15 damage and 54%(17/32) to do 0 damage!

Remember that even if you see that a piece of armor just add a portion of its total AR when it's weared, for damage calculation it use its total AR.


RE: A question of Default Armor system and others ^_^ - Anarch Cassius - 07-14-2012 05:23 AM

2. In addition to the piece by piece armor system things can affect the base armor. When you cast Protection its like having an extra suit of armor covering the whole body at the Protection AR. Natural armor on monster bodies works the same way.

Also some spells and effects target the whole body, damage done with a particular flag. These use the averaged value you see in the stat window.


RE: A question of Default Armor system and others ^_^ - Lazarus - 08-10-2012 02:41 AM

(07-13-2012 08:26 PM)darksun84 Wrote:  The default system should works in this way :

When you hit, a random body part is selected

Sphere will check the AR value of the body part(0 if no armor)

The damage is calculated in this way :
If AR > 0
Random(Damage - AR of the body part +1 , Damage),

If AR == 0 just apply the damage.


If the random give a result less or equal than 0 , no damage is applied.

So if we hit another player in the head for 15 damage and he has a plate helmet with 33 AR, the new damage will be between : -17 and 15

This mean a 46%(15/32) to do at least from 1 to 15 damage and 54%(17/32) to do 0 damage!

Remember that even if you see that a piece of armor just add a portion of its total AR when it's weared, for damage calculation it use its total AR.


That happends every time?
Because I have a longsword +0 and in some attacks the swords hits like 24 or 25 to a armor with 90 or 100 AR...

¿That's right? ¿Why is that?


RE: A question of Default Armor system and others ^_^ - Anarch Cassius - 08-10-2012 06:56 AM

Random(Damage - AR of the body part +1 , Damage)

Consider this line. It means a random number between the damage minus the armor +1 and the full damage.

This means that the sword can always inflict full damage, it just becomes less likely to as the armor increases. If the attack is 10 and the armor is 5 then it could be 5,6,7,8,9 or 10. If the armor is 0 it could 11 or 10. If the armor is 10 it could be 1,2,3,4,5,6,7,8,9 or 10. If the armor is 20 it can be -9,-8,-7,...8,9, or 10.

The chance of getting any number is the same as getting any other number and anything less than 0 is converted to 0. So my chance of doing full damage is 20% against armor 5, 10% against armor 10 and 5% against armor 20.


RE: A question of Default Armor system and others ^_^ - Lazarus - 08-10-2012 07:07 AM

(08-10-2012 06:56 AM)Anarch Cassius Wrote:  Random(Damage - AR of the body part +1 , Damage)

Consider this line. It means a random number between the damage minus the armor +1 and the full damage.

This means that the sword can always inflict full damage, it just becomes less likely to as the armor increases. If the attack is 10 and the armor is 5 then it could be 5,6,7,8,9 or 10. If the armor is 0 it could 11 or 10. If the armor is 10 it could be 1,2,3,4,5,6,7,8,9 or 10. If the armor is 20 it can be -9,-8,-7,...8,9, or 10.

The chance of getting any number is the same as getting any other number and anything less than 0 is converted to 0. So my chance of doing full damage is 20% against armor 5, 10% against armor 10 and 5% against armor 20.


THANKS! Smile I'll balance the weapons now with that knowing

^_^* ty.


RE: A question of Default Armor system and others ^_^ - Lazarus - 10-31-2012 02:44 AM

Hi! I had trying to do a new system of reactive and I need the real formula of ARGN1 in Sphere.

Based in the comment of Anarch Cassius I had do this:

a random on damage - ar and pure damage...


This is the same of Sphere?
In my test works FINE, rly... The damage it's like sphere Shock
Thanks!