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Armor & Weapons: Difference between revisions

From Fiend's Outlands Wiki
 
Line 77: Line 77:
*  '''Spellbook & Arcane Staff Durability:'''
*  '''Spellbook & Arcane Staff Durability:'''
**  Broken books/staves (0 HP) suffer '''-25% spell damage'''.
**  Broken books/staves (0 HP) suffer '''-25% spell damage'''.
    *  Default max durability: '''150 HP''' (can be increased by material and magical properties).
**  Default max durability: '''150 HP''' (can be increased by material and magical properties).
*  '''Armor Durability:'''
*  '''Armor Durability:'''
**  Broken armor pieces (0 HP) provide '''-50% of their AR'''.
**  Broken armor pieces (0 HP) provide '''-50% of their AR'''.

Latest revision as of 04:12, 28 March 2025


Weapons and armor mechanics on Outlands feature various balance changes compared to classic servers, impacting both PvM and PvP.

General Mechanics

  • Insta-Hit & Quick Switch: Weapon swings occur instantly upon initiating the attack command. The timer for your next swing is determined by the weapon you *last swung*, not the one currently equipped. Switching from a slow weapon (e.g., Halberd) to a fast one (e.g., Katana) allows the faster weapon's swing timer to take effect immediately after the previous swing completes. See Combat Overview for more details.
  • Ranged Weapon Delay: Ranged weapons (Bows, Crossbows) have a flat 0.5-second stationary delay before firing, regardless of Dexterity in PvM. (PvP scaling applies based on Dexterity, see Weapon Timers).
  • Cumulative Armor Rating: Physical damage reduction is based on the total armor value of all worn pieces, not just the piece hit.
  • Cumulative Meditation Penalties: Mana regeneration penalties are based on the combined penalties of all worn armor pieces, not just the single worst piece.
  • Stamina Fatigue Penalty: Dexterity penalties on armor/shields are replaced by a Stamina Fatigue Penalty. This increases stamina loss when taking damage, scaling with the armor's Meditation Penalty.
  • Arms Lore Inspection: Use the Arms Lore skill to inspect detailed weapon and armor stats, including base damage, speed, durability, and modifiers.
  • Player Stats Profile: Access via the Paperdoll's Help menu or `[Stats` command to view equipped gear and overall combat statistics (Note: This window is currently reported as unreliable).

Colored Materials

Colored materials exist for Blacksmithy (ores), Tailoring (leathers), and Carpentry (boards), providing equivalent bonuses based on their tier (e.g., Dull Copper, Shadow, Copper, etc.).

  • Example 1: A Valorite Viking Sword (Blacksmithy) provides the same material bonuses as a Valewood Quarterstaff (Carpentry).
  • Example 2: A Shadow Iron Ringmail set (Blacksmithy) offers the same material bonuses as a Shadowhide Leather Armor set (Tailoring).

Accuracy Bonuses

Melee accuracy bonuses from materials, magical properties (Modifiers), aspects, and mastery chains are capped by the player's printed weapon skill.

Examples:

  • A player with 100 Swordsmanship can benefit from up to +100% total melee accuracy bonus from items/effects.
  • A player with 50 Swordsmanship can benefit from up to +50% total melee accuracy bonus from items/effects.
  • A player with 0 Swordsmanship receives no benefit from accuracy-enhancing items/effects.
  • See Overcapping for how excess accuracy can translate to damage in PvM.

Swing Speed Bonuses

  • Swing Speed determines the delay between melee weapon attacks. Faster swing speed means lower delay.
  • Swing Speed is affected by current Stamina (up to 100 Stamina). Lower stamina increases swing delay.
  • Swing Speed can be increased (Swing Speed Increase or SSI) via various sources (see Swing Speed page for details).
  • SSI Cap: Normally +50%, can be increased to +60% via the Redline System.
  • Swing Delay Cap: Weapon swing speed is hard-capped at 0.5 seconds per swing, regardless of total SSI.
  • See Overcapping for how excess SSI can translate to damage in PvM.

Weapon Timers

  • Weapons are Insta-Hit and Quick Switch (see General Mechanics and Combat Overview).
  • Ranged weapons (except Ocean Weapons) have a 0.5s stationary delay before firing in PvM.
    • PvP Scaling: This delay scales in PvP: 1.0s delay at 25 Dex, decreasing linearly to 0.5s at 100 Dex.
  • Ocean Weapons (Fishing; Harpoons, Tridents) have a flat 1.0s stationary delay in all situations.

Damage Delays in PvP

  • Ranged Weapon attacks in PvP have a randomized damage delay after the hit connects, based on the attacker's Dexterity.
  • The delay scales randomly between 0 seconds (at 100 Dex) and 0.5 seconds (at 25 Dex or lower). This does not affect the hit chance or swing timer itself, only when the damage number appears.

Weapons Chart

Weapon Roles

Weapons are generally grouped into roles based on their speed and damage potential:

  • Interrupt: Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly.
  • Grinding (Light/Medium): Weapons offering steady damage over time.
    • Light typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace).
    • Medium typically refers to moderate speed two-handed weapons (e.g., Short Spear, Battle Axe, Quarter Staff).
  • Burst: Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer).
Weapons Chart
Speed Sec/Swing Base DiceCount DiceMax MinDmg MaxDmg Avg Dmg Avg Dmg
vs 35AR
Avg Dmg
vs 95AR
Avg DPS Avg DPS
35AR
Avg DPS
95AR
Sec/Swing
40% SSi
Sec/Swing
50% SSi
Sec/Swing
60% SSi
Interrupt
Fencing 58 1.29 4 4 4 8 20 14 11.57 7.42 10.85 8.97 5.75 0.77 0.65 0.52 (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri
Swordsmanship 56 1.34 5 5 3 10 20 15 12.4 7.95 11.19 9.25 5.93 0.8 0.67 0.54 (1H) Katana, Cutlass, Scimitar
Mace Fighting 54 1.39 3 6 3 9 21 15 12.40 7.95 10.79 8.92 5.72 0.83 0.7 0.56 (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club
Grinding (Light)
Fencing 50 1.5 7 4 4 11 23 17 14.05 9.01 11.33 9.37 6.01 0.9 0.75 0.6 (1H) Warfork, Epee, Rapier, Fencing Sabre
Swordsmanship 48 1.56 8 5 3 13 23 18 14.88 9.54 11.54 9.54 6.12 0.94 0.78 0.62 (1H) Longswords, Broadsword, Viking Sword, Norse Axe
Mace Fighting 46 1.63 6 6 3 12 24 18 14.88 9.54 11.04 9.13 5.85 0.98 0.82 0.65 (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe
Archery 34 2.21 9 4 4 13 25 19 15.71 10.07 8.6 7.11 4.56 1.33 1.11 0.88 (2H) Bow, Hunting Bow, Recurve Bow
Wrestling 50 1.5 8 5 3 13 23 18 14.88 9.54 12 9.92 6.36 0.9 0.75 0.6 (2H) Martial Manual, Cestus, Fistblade
Grinding (Medium)
Fencing 40 1.88 9 4 6 13 33 23 19.02 12.18 12.23 10.12 6.48 1.13 0.94 0.75 (2H) Short Spear, Pitchfork
Swordsmanship 38 1.97 12 5 4 17 32 24.5 20.26 12.98 12.44 10.28 6.59 1.18 0.99 0.79 (2H) Axe, Battle Axe, Double Axe, Large Battle Axe, Executioner's Axe, Two-Handed Axe, Hatchet
Mace Fighting 36 2.08 9 6 4 15 33 24 19.84 12.71 11.54 9.54 6.11 1.25 1.04 0.83 (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook
Archery 28 2.68 11 4 6 15 35 25 20.67 13.24 9.33 7.71 4.94 1.61 1.34 1.07 (1H) Crossbow, Balestra, Pistol Crossbow
Burst
Fencing 30 2.5 13 4 6 17 37 27 22.32 14.3 10.8 8.93 5.72 1.5 1.25 1 (2H) Spear, Sarissa
Swordsmanship 25 3 16 5 6 21 46 33.5 27.7 17.75 11.17 9.23 5.92 1.8 1.5 1.2 (2H) Halberd, Bardiche, Zweihander, Great Axe
Mace Fighting 27 2.78 12 6 5 18 42 30 24.80 15.89 10.79 8.92 5.72 1.67 1.39 1.11 (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club
Archery 20 3.75 13 4 8 17 45 31 25.63 16.42 8.27 6.83 4.38 2.25 1.88 1.5 (2H) Heavy Crossbow, Rampart Crossbow, Great Bow
Fishing 20 3.75 14 4 8 15 43 29 23.98 15.36 7.73 6.39 4.1 2.25 1.88 1.5 (2H) Harpoon, Trident
Arcane 20 3.75 6 6 3 12 24 18 14.88 9.54 4.8 3.97 2.54 2.25 1.88 1.5 (2H) Arcane Staves
Swing Speed Caps at 60% - Seconds per Swing Caps at 0.50 seconds per swing (highlighted in red - currently none)
Training Weapons - Training weapons all have normalized attack speed and damage dealing a max of 1 HP per swing
Two Handed Weapons in PvM - Two-Handed Close Range Weapons (Non-Archery) grant players a 20% Damage Bonus towards Creatures
(This is to offset not being able to use a shield)

Note: Two-Handed Close Range Weapons (Non-Archery/Fishing/Arcane) grant players a +20% Damage Bonus towards Creatures in PvM to offset the inability to use a shield.

Armor Mechanics

Armor Rating (AR)

Armor reduces incoming physical damage (melee attacks, creature breath, certain boss abilities) based on the player's total Armor Rating (AR). The reduction is randomized within a range:

  • Minimum Reduction: ` (Total AR / 3) % ` (e.g., ` 0.333 * Total AR `)
  • Maximum Reduction: ` (Total AR * 2 / 3) % ` (e.g., ` 0.666 * Total AR `)

Example:

  • A player with 50 Total AR reduces incoming physical damage by 16.65% to 33.3%.

Durability

Armor and weapons lose durability with use and suffer penalties when durability reaches 0 HP.

  • Weapon Durability:
    • Broken weapons (0 HP) suffer -25% damage.
    • Default max durability: 50 HP (can be increased by material and magical properties).
  • Spellbook & Arcane Staff Durability:
    • Broken books/staves (0 HP) suffer -25% spell damage.
    • Default max durability: 150 HP (can be increased by material and magical properties).
  • Armor Durability:
    • Broken armor pieces (0 HP) provide -50% of their AR.
    • Default max durability: 50 HP (can be increased by material and magical properties).

Meditation & Armor

Armor hinders passive mana regeneration based on its type and location.

  • Base Mana Regen: 1 mana per 2 seconds.
  • Passive Meditation Bonus: +100% regen (requires 50+ Meditation, 50+ Focus).
  • Active Meditation Bonus: Additional +100% regen (requires using Meditation skill).
  • Armor Penalty Reduction: Mana regen rate is reduced by ` (2% * Total Armor Meditation Penalty) `.
  • Max Regen Rate: 1 mana per 0.5 seconds.
  • Min Regen Rate: 1 mana per 8 seconds.

Armor Location Penalty


Shield

Chest

Legs

Arms

Helmet

Gloves

Gorget
35% 35% 22% 15% 14% 7% 7%

Armor Material Penalty

Image Material Penalty
No Armor, Leather Armor, Buckler, or Wooden Shield 0%
Studded Armor or Wooden Kite Shield 20%
Bone Armor, Metal Shield or Bone Shield 40%
Ringmail Armor or Bronze Shield 60%
Chainmail Armor or Metal Kite Shield 80%
Platemail Armor, Heater Shield, or Chaos/Order Shield 100%

Example

A player wearing a suit of all studded leather but with a platemail gorget would have:

(.35 * .20) + (.22 * .20) + (.15 * .20) + (.14 * .20) + (.07 * .20) + (.07 * 1.0)) = 25.6% Total Armor Meditation Penalty.

Which would result in a (2 * 25.6%) = -51.2% effect on their Mana Regen rate.

Stamina Fatigue & Armor

Heavier armor increases stamina loss when taking damage.

  • Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)
  • Example: Full Chainmail armor (80% Meditation Penalty) results in a 40% Stamina Fatigue Penalty, meaning you lose 40% more stamina than normal when damaged.
Piece Material Armor Rating Material Penalty Location Penalty
Chest/
Bustier
Leather 9 0% 35%
Studded 11 10%
Bone 12 25%
Ringmail 14 50%
Chainmail 16 75%
Platemail 18 100%
Legs/
Skirt
Leather 6 0% 22%
Studded 7 10%
Bone 8 25%
Ringmail 9 50%
Chainmail 10 75%
Platemail 11 100%
Arms Leather 4 0% 15%
Studded 5 10%
Bone 5 25%
Ringmail 6 50%
Chainmail 7 75%
Platemail 8 100%
Gloves Leather 2 0% 7%
Studded 2 10%
Bone 2 25%
Ringmail 3 50%
Chainmail 3 75%
Platemail 4 100%
Gorget Leather 2 0% 7%
Studded 2 10%
Bone 2 25%
Ringmail 3 50%
Chainmail 3 75%
Platemail 4 100%
Helmet Leather 4 0% 14%
Studded 4 10%
Bone 5 25%
Ringmail
Orc Helm
6 50%
Chainmail 6 75%
Platemail 7 100%
Shield Buckler
Wooden
4 0% 35%
Wooden Kite 5 10%
Metal 6 25%
Bronze 7 50%
Metal Kite 8 75%
Heater
Order
Chaos
9 100%
Non-GM, NPC bought armors

Mind Blast & Armor

The Mind Blast spell interacts with armor:

  • Against Players: Deals bonus damage based on the target's Armor Meditation Penalty. Bonus = ` (33% * Target's Armor Meditation Penalty) `. Max +33% bonus vs full platemail (100% penalty).
  • Against Creatures: Deals bonus damage based on the creature's Total AR. Bonus = ` (0.25% * Total AR) `. Example: A creature with 100 AR takes +25% Mind Blast damage.