CARRYABLE ITEMS + ARMOR

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CARRYABLE ITEMS + ARMOR

Postby Raffeh » Wed Nov 20, 2013 10:49 pm

Not sure if this is a 'obvious question' just posting it here anyway..

How do i check the ql of items i can carry like a anvil or a herbalist table? im using enders any key code?

also does certain high ql armor have a sponge value like a brick wall, because i was fighting a fox and normally it would hit my bear cape but it done no damage what so ever to my bronze plate armor at 70ql at all...

I guess the fox couldnt hit through my sponge value or what ever its called.??
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Re: CARRYABLE ITEMS + ARMOR

Postby Dolby3d » Wed Nov 20, 2013 10:57 pm

I don't think you can see that on any client, but you can always calculate it with the materials you've used to build it or the end product it produces.
Regarding your second question: the first number on a piece of armor is the amount of hp it absorbs
http://ringofbrodgar.com/wiki/Category:Armor
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Re: CARRYABLE ITEMS + ARMOR

Postby NOOBY93 » Wed Nov 20, 2013 10:59 pm

Unfortunately, no way of viewing quality of that shit. Been asked/suggested many times, you could search for it.
Armor has 2 values, deflect and absorb. It's on the wiki, could've read it there. Basically deflect value is the value that neglects damage with no consequences. You want this as high as possible if you care about your armor's health. So, yes, your bear cape has no deflect value, only absorb value. Bronze plate has high deflect and absorb values.
The absorb value is the one that, when gotten to after dealing more damage than deflect value, damages your armor. It is worth noting that, if you're wearing a bearcape and a bronze plate, and an animal hits you, none of them will get damaged. These values work by summing them up then diving the extra damage between the armor items.
The sponge value is called the soak value for brickwalls and construction items, and it's called deflect value for armor.
What I said about armor doesn't include the fact that most attacks have armor penetration, and all animal attacks have it.
So, if you're wearing highass Q endgame armor, animals will still get their damage through a bit. No, it won't damage your armor, but it will damage you.
Other attacks that have armor penetration: Punch, (not sure if) chop, Knock his teeth out, strangle. Sting doesn't have it.
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Re: CARRYABLE ITEMS + ARMOR

Postby Raffeh » Wed Nov 20, 2013 11:01 pm

Thank you very much!! it says 250/250 so that means they have to hit 300 to damage it 50 but they can still hit through it and damage me though of course.

Brilliant!

I didnt make the items so i guess you cant check it, because using them might be hard to find out the ql.

thank you anyway
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Re: CARRYABLE ITEMS + ARMOR

Postby Raffeh » Wed Nov 20, 2013 11:06 pm

Ok, so in regards to PVP then,

I would rather use punch and knock out teeth than sting because it will be able to penetrate there armor the times to use the sword would be when someone hasnt got very high ql armor, or if i can hit higher than the armors absorb and reflect values.!!


Ok this clears alot up for me! brilliant i now understand a bit better!! thank you

Also that sucks that i cant check the ql of the tables or anvils because i have some low ql items and some high ql items so im going to have to test them before knowing which ones are the higher ql's! awesome. ALSO trading... people could sell you low ql goods without you knowing as you cant see the ql... hmm just something to think about when buying carriable items!
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Re: CARRYABLE ITEMS + ARMOR

Postby NOOBY93 » Wed Nov 20, 2013 11:35 pm

Most traders let you build the carriable items in front of them. And, by making 1 craft, it's easy if the item is low Q and, obviously, a person with good rep such as Ramones, won't scam you.
Regarding PvP, I never said punch and KHTO were better, I just said they have a small penetration value. People who have 200-ish or more con aren't gonna be bothered much by this value unless you're ganking them(you are never gonna hit them at 0 def. Even if you do, you will deal 40 dmg with punch.)
Swords are pretty useless when you're dealing with people who are your stage or higher.
Battleaxes are good for taking people out, so yeah, pick between b12 (chop) and nothing (punch/KHTO), I'd say.
Swords are good for hunting but that's not PvP.
Edit: Ofc, if you're gonna use b12 you will also use punches to lower the defense, not chop.
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Re: CARRYABLE ITEMS + ARMOR

Postby MagicManICT » Thu Nov 21, 2013 4:08 am

Yeah, the armor information is on the wiki, strangely under "Armor." http://ringofbrodgar.com/wiki/Armor

To take your 300 damage example, the armor soaks 250 leaving 50 behind, which is then dealt to the HP of the armor, leaving 200, and the player takes 0. If you have multiple pieces, it gets spread around, but with multiple pieces, 300 isn't likely to leave any damage past the soak as pieces are additive.

edit: deleted my (obviously) incorrect statement.
Last edited by MagicManICT on Thu Nov 21, 2013 5:01 am, edited 1 time in total.
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Re: CARRYABLE ITEMS + ARMOR

Postby NOOBY93 » Thu Nov 21, 2013 4:32 am

MagicManICT wrote: (Of course, this isn't figuring in damage penetration, which all sharp melee weapons have.)

No this just ain't true. have you ever punched? Did it penetrate armor? Yes. Is hand a fucking sharp melee weapon? No.
Have you ever stinged with a sword? It DOESN'T penetrate armor. You think a sword isn't a sharp weapon?
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Re: CARRYABLE ITEMS + ARMOR

Postby MagicManICT » Thu Nov 21, 2013 5:01 am

What I get for typing without thinking about what I'm typing. Consider it removed.
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Re: CARRYABLE ITEMS + ARMOR

Postby Raffeh » Thu Nov 21, 2013 11:20 am

NOOBY93 wrote:
MagicManICT wrote: (Of course, this isn't figuring in damage penetration, which all sharp melee weapons have.)

No this just ain't true. have you ever punched? Did it penetrate armor? Yes. Is hand a fucking sharp melee weapon? No.
Have you ever stinged with a sword? It DOESN'T penetrate armor. You think a sword isn't a sharp weapon?



haha veteran banter!
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