cRPG
cRPG => Beginner's Help and Guides => Topic started by: Kulin_ban on August 01, 2012, 03:16:44 pm
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HACKED
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I would assume it's your active WPF that matters for weapon repair chance reduction. Would be interesting to find out from a dev
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From what I heard you can wear up to 10 armor weight without WPF reduction. But head armor is multiplied by 2 and hand armor is multiplied by 4. Formula is (2*Head Armor+1*Body Armor+1*Leg Armor+4*Hand Armor)
For Example: If you wore a Black Hood (0.2) weight + Black Lamellar Vest (9.1) weight + Khergit Leather Boots (0.5) weight
+ Scale Gauntlets (0.9) weight than you would add the weight up accordingly.
2*(0.2)+1*(9.1)+1*(0.5)+4*(0.9)
(0.4)+(9.1)+(0.5)+(3.6) = 13.6
This means you are 3.6 weight over the wpf non-reduction limit. You have 3 effective weight and will lose 3 WPF.
If you want to save as much WPF as possible I reccomend you use light hand armor and light head armor.
I personally havn't worn head armor in months. You're gonna die if you get hit there anyways.
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That is helpful, but not relevant to what he's asking. Your WPF lowers your chances of repairing weapons of that proficiency. He's asking if your base WPF is what is taken into account for that, or if it's the reduced WPF due to weight of equipment that is used for determining your weapon break chance based on WPF.
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My guess it's that it's your base WPF and not the adjusted WPF.
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When you're talking armor, I dont think WPF has to do with break chance. So the answer is no.
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When you're talking armor, I dont think WPF has to do with break chance. So the answer is no.
Weapon repair chance is influenced by you're wpf.
Wpf is lowered by wearing armour.
Does the wpf used for the weapon repair chance depend on your base wpf (before it's reduced by your armour) or your effective wpf (after it's reduced depending on armour weight).
That's what we are talking about.
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Wearing heavy armors (lowering WPF) does not effect the chance of armors breaking. But it does affect the chance of weapons breaking.
No for armors. Yes for weapons.
There we go.
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And you know this from?
Armor, shields and horses break on a flat chance, weapons break from chance based on wpf of which which is penalized by armor weight. I don't remember if this repair chance though is calculated off of base wpf or wpf after penalties.
Note however that according to the last splegh by Paul, range weapons each use their own wpf for determining break chance, where as melee counts as "one thing" and uses your highest melee wpf for break chance.
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I've worn no Armour and heavy with throwing weapons and notice no difference in the break occurrence.
When I say heavy I mean full maxed out plate. Didn't see any difference :D
It also came up with the "Your crazy no more picking up ammo for you" message.
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Wearing heavy armors (lowering WPF) does not effect the chance of armors breaking.
WE KNOW! NOBODY ASKED ABOUT THE REPAIR CHANCE ON ARMOUR. YOU WERE THE ONE WHO BROUGHT ARMOUR BEAK CHANCE UP! HOW CAN YOU FAIL SO HARD TO UNDERSTAND WHAT WE ARE TALKING ABOUT?
But it does affect the chance of weapons breaking.
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So you are saying that it does use the reduced wpf from armou when calculating the weapon repair chance? Because that's what we've been asking about. Then again, you have failed completely at reading so far, so I'm not gonna trust in what you say.