Armor Use

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The Armor Use skill is used to reduce the effects of wearing armor on one's actions, including attacking roundtime, spell casting hinderance, and maneuver hinderance. Depending on the armor, specific amounts of training are required to train off the hinderances of the armor, and certain hinderances can never be fully trained off. For detailed information, see the article on armor.

Contents

Max Ranks and Training Point costs

Type Square Semi Pure
Profession Rogue Warrior Bard Monk Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 2 3 2 - 3 2 1 1 - 1 1
Training point Cost 5/0 2/0 5/0 - 3/0 5/0 8/0 15/0 - 15/0 14/0

Training Required

To reduce the penalties associated with wearing heavy armors, the following amounts of training are necessary, in number of ranks.

AG AsG RTManSpell Circle
MnS MjS Cleric MnE MjE Ranger Sorcerer Wizard Bard Empath Paladin
Cloth Robes - - - - - - - - - - - - -
Soft Leather Light Leather - - - - - - - - - - - - -
Full Leather 2 4 - - - - - - - - - - -
Reinforced Leather 6 8 - - - - 6 - 2 6 - - -
Double Leather 6 8 - - - - 15 - 6 15 6 - -
Scale Leather Breastplate 10 13 10 15 15 15 27 10 20 27 10 15 6
Cuirbouilli Leather 15 18 15 20 20 20 35 15 27 35 10 20 10
Studded Leather 20 23 20 27 27 27 70 20 50 70 10 27 15
Brigandine 27 30 27 35 35 35 13027 11013035 35 20
Chain Chainmail 35 40 35 50 50 40 21035 21021050 50 27
Double Chain 50 60 50 70 70 70 29050 25029050 70 35
Augmented Chain 50 60 70 11011090 39070 33039050 11050
Chain Hauberk 70 80 11017017013049011041049019019070
Plate Metal Breastplate 70 80 21039039021059031047059031039090
Augmented Breastplate90 100 230450450250690370550690310450110
Half Plate 110120 250530530290790430570790310530130
Full Plate 130140 290850850330890490850890890790150

Calculating Required Ranks

The relationship between ranks and skill is non-linear. The formula to calculate the number of ranks required to attain a certain skill level will vary. Find the range of skill values that your desired skill level falls into and use the corresponding equation to calculate the number of ranks:

  • Skill ≤ 50 : Ranks = Skill/5
  • 51 ≤ Skill ≤ 90 : Ranks = 10 + ((Skill - 50)/4)
  • 91 ≤ Skill ≤ 120 : Ranks = 20 + ((Skill - 90)/3)
  • 121 ≤ Skill ≤ 140 : Ranks = 30 + ((Skill - 120)/2)
  • 141 ≤ Skill : Ranks = (Skill - 100)

Maneuver vs. Roundtime Penalties

  • How many ranks are required to completely minimize the physical penalty of my armor?

This is the number of ranks required to train off what is frequently referred to as the "Maneuver Penalty" (listed in the "Man" column in the above table). The actual formula for the amount of skill required to reduce all physical penalties to a minimum is Ranks = 20 * Hindrance (hindrance values can be looked up on the armor page in the column labeled "RT"). At this skill level, the action penalty listed for the armor will be exactly the value that is subtracted from your percent chance to execute a maneuver such as evading spells like Boil Earth (917) and Elemental Wave (410) or simply standing up. As your ranks gradually approach this value, the penalty that is applied to these rolls will vary somewhere between the maximum penalty (listed under "MAX" on the armor page) and the action penalty (listed under "AP"). The rate at which this is reduced is undocumented. Characters with high Agility and/or Dexterity are not granted an additional bonus towards the reduction of this penalty.

  • How many ranks are required to minimize the RT penalty of my armor?

This is the number of ranks required to train off what is frequently referred to as the "Roundtime Penalty" (listed in the "RT" column in the above table). Due to rounding or truncation of fractional roundtimes, the amount of ranks required to reduce penalties on one's roundtime, such as when swinging a weapon, is reduced. To calculate the amount of ranks required to train off the penalties imposed by a set of armor, use the following relationship: Ranks = ((20 * Hindrance) - 10). Note that this is the equation specified on the official play.net armor page. It is, in fact, a bastardization of the previous formula, Ranks = 20 * Hindrance, adjusted to remove fractional roundtimes. Characters with high Agility and/or Dexterity are granted an additional bonus towards the reduction of this penalty.

  • Example calculation for brigandine armor:

Maneuver Penalty : Skill = 20*(6) = 120 , Ranks = 20+(((120)-90)/3) = 30

Roundtime Penalty : Skill = (20*(6))-10 = 110 , Ranks = 20+(((110)-90)/3) = 26.66667 ≈ 27

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