cRPG
cRPG => General Discussion => Topic started by: Corsair831 on January 25, 2018, 07:30:38 pm
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Armour reduces WPF based on its weight, but by how much? Let's say I have 100 WPF in 1h and I'm wearing some armour which reduces my WPF, how do I know how much it's reduced my WPF by please?
So what my actual WPF is rather than what it shows on my character screen?
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You also need to factor in Iron flesh which negates some wpf loss due to weight factors.
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You also need to factor in Iron flesh which negates some wpf loss due to weight factors.
Imagine if i have 0 IF as well. Is there any way to know, a formula or anything? Because at the mo i have literally no idea, doing it purely on guesswork
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Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 6*hand armor weight - 10
There are three possible factors reducing your wpf. First reduce your wpf by 13 for each point of power throw, then reduce your wpf by 14 for each point of power draw and then remove 1% of remaining wpf for each point of effective weight.
The same mathematically:
(wpf - 13*pt - 14*pd) * (1 - effective weight / 100)
That's what it used to be. Don't give a fuck about the Power Draw thing, I'm pretty sure it is different right now.
But if u're not playing thrower or archer:
For example, u are a Kuyak-Hero.
Heavy Kuyak: 14,1 kg x 1 = 14,1 kg
Nordic Warlord Helmet: 2,7 kg x 2 = 5,4 kg
Heavy Gauntlets: 2 kg x 6 = 12 kg
Rus Splinted Greaves: 2,6 kg x 1 = 2,6 kg
= 34,1 kg - 10
= 34,1 kg --> 24,1 % less wpf. Or if u want it that way: 75,9 % of ur wpf is effective.
Now IF:
It is not 100% like that, but basicly, ur IF reduces the effective armor weight by 2 kg. So basicly, for every IF point the pentalty gets reduced by 2%.
Let's say you're 24 18, have 7 IF, your wpf pentalty is at 89,9 % instead of 75,9 %
Some things I just said may be wrong, as they have been changed (maybe). From my own experience: If u wear anything over 15 kg IF is a MUST, if you don't want to hit like a turtle.
And don't take heavy Gauntlets.
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Heavy Kuyak: 14,1 kg x 1 = 14,1 kg
Nordic Warlord Helmet: 2,7 kg x 2 = 5,4 kg
Heavy Gauntlets: 2 kg x 6 = 12 kg
Rus Splinted Greaves: 2,6 kg x 1 = 2,6 kg
= 34,1 kg - 10
= 34,1 kg --> 24,1 % less wpf. Or if u want it that way: 75,9 % of ur wpf is effective.
#quickmath
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if you don't want to hit like a turtle.
ehem.
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Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 6*hand armor weight - 10
There are three possible factors reducing your wpf. First reduce your wpf by 13 for each point of power throw, then reduce your wpf by 14 for each point of power draw and then remove 1% of remaining wpf for each point of effective weight.
The same mathematically:
(wpf - 13*pt - 14*pd) * (1 - effective weight / 100)
That's what it used to be. Don't give a fuck about the Power Draw thing, I'm pretty sure it is different right now.
But if u're not playing thrower or archer:
For example, u are a Kuyak-Hero.
Heavy Kuyak: 14,1 kg x 1 = 14,1 kg
Nordic Warlord Helmet: 2,7 kg x 2 = 5,4 kg
Heavy Gauntlets: 2 kg x 6 = 12 kg
Rus Splinted Greaves: 2,6 kg x 1 = 2,6 kg
= 34,1 kg - 10
= 34,1 kg --> 24,1 % less wpf. Or if u want it that way: 75,9 % of ur wpf is effective.
Now IF:
It is not 100% like that, but basicly, ur IF reduces the effective armor weight by 2 kg. So basicly, for every IF point the pentalty gets reduced by 2%.
Let's say you're 24 18, have 7 IF, your wpf pentalty is at 89,9 % instead of 75,9 %
Some things I just said may be wrong, as they have been changed (maybe). From my own experience: If u wear anything over 15 kg IF is a MUST, if you don't want to hit like a turtle.
And don't take heavy Gauntlets.
Thanks man that's a really good explanation, i'll try and work out how much i'm losing because of my armour, hah! Thanks :)
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I believe it's
4 * hand armor weight, not 6 *
Armor weight
Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
(Source: WaltF4, updated 31.7.2012 based on the new formula)
This means that every point of armor weight with helmet weight multiplied by 2 and glove weight multiplied by 4 over 10 reduces your wpf by 1%. Or the same put other way, any effective armor weight from the above equation reduces your wpf 1% per 1 point.
unless they have altered it since TWO THOUSAND AND TWELVE ANNO DOMINI
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I believe it's
4 * hand armor weight, not 6 *
unless they have altered it since TWO THOUSAND AND TWELVE ANNO DOMINI
Was changed years ago, the formula indeed was 4*hand armor weight before San (?) changed it.
IIRC, the formula for effective weight threshold is STR/3 + IF (if it's equal or inferior to 6, then it's 6), but I'm not sure about it anymore. Dave says it's 6+STR/3 + IF*2, but I doubt it since it'd mean I'd have no penalties with my mail set on my archer, which is actually the case. I'd be nice to have an updated thread with all the mechanics currently in effect, or even better, to have them built into the website so we can create builds and see the penalties of the gear we apply on them. Plz based prof.
Besides, heavy gauntlets fill the moving speed vs strike speed niche. You'll be way lighter with light armor + heavy gauntlets but swing slower than someone with a medium mail and lighter gloves.
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Was changed years ago, the formula indeed was 4*hand armor weight before San (?) changed it.
IIRC, the formula for effective weight threshold is STR/3 + IF (if it's equal or inferior to 6, then it's 6), but I'm not sure about it anymore. Dave says it's 6+STR/3 + IF*2, but I doubt it since it'd mean I'd have no penalties with my mail set on my archer, which is actually the case. I'd be nice to have an updated thread with all the mechanics currently in effect, or even better, to have them built into the website so we can create builds and see the penalties of the gear we apply on them. Plz based prof.
Besides, heavy gauntlets fill the moving speed vs strike speed niche. You'll be way lighter with light armor + heavy gauntlets but swing slower than someone with a medium mail and lighter gloves.
Yeah, it'd be really really nice if this were built into the website, otherwise we're going to have to put the formulae into a spreadsheet (if we can get ahold of the most up to date ones) to find out how much WPF we actually have.
I know it'd be a shame for me if i've been rolling around in light armour for the sake of WPF all this time, only to find out that it barely even makes a difference, hah :D
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Was changed years ago, the formula indeed was 4*hand armor weight before San (?) changed it.
IIRC, the formula for effective weight threshold is STR/3 + IF (if it's equal or inferior to 6, then it's 6), but I'm not sure about it anymore. Dave says it's 6+STR/3 + IF*2, but I doubt it since it'd mean I'd have no penalties with my mail set on my archer, which is actually the case. I'd be nice to have an updated thread with all the mechanics currently in effect, or even better, to have them built into the website so we can create builds and see the penalties of the gear we apply on them. Plz based prof.
Besides, heavy gauntlets fill the moving speed vs strike speed niche. You'll be way lighter with light armor + heavy gauntlets but swing slower than someone with a medium mail and lighter gloves.
STR/3 + IF without getting multiplied by 2 with minimum as 6 (it was multiplied by 2 and then set to no multiply at some point?).
Don't remember how I knew this formula, maybe I have schizophrenia and made it up out of nothing :D
Also I believe that penalty for ranged is something like 50% more than for melee.
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I believe it's
4 * hand armor weight, not 6 *
unless they have altered it since TWO THOUSAND AND TWELVE ANNO DOMINI
they did and it is 6 since 2014