Armor System Explained (Guide #1)

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  • Armor System Explained (Guide #1)

    UPDATE: [March 16th, 2016]


    With the new update to the armors this guide below will become obsolete. Please refer to other guides on the subject or check out this link for an early look into the new changes: Upcoming Armor Changes - Cador Patch




    ARMOR GUIDE v 1.1

    ARMOR TYPE
    • Light
    • Medium
    • Heavy
    MATERIAL TYPE
    • Cloth
    • Leather
    • Plate
    ARMOR STYLES - (Armor Type + Material Type)
    • Light Cloth, Medium Cloth, Heavy Cloth
    • Medium Leather, Heavy Leather, Light Leather
    • Heavy Plate, Light Plate, Medium Plate
    ARMOR CLASS - (three in total)
    • Most inner ring of the destiny board
    • Middle ring of the destiny board
    • Outer ring of the destiny board.


    BASICS

    Armor types are split up into three categories as mentioned above: light, medium, and heavy. Each type shares the same abilities and passives reguardless of the material type. Light armors provide enhanced damage, and offensive abilities. Medium armors provide slows, movement speed boosts, crowd control defense, damage reduction and stealth. Heavy armors grant bonus life, armor as well as defensive abilities.
    In albion online there are two types of damage, physical and magical. We will use PR to describe the armors physical resistence and MR to describe the armors magical resistence. The higher your PR then the less physical damage you take and the higher MR, the less magical damage you take. Melee weapons and bows deal physical damage while staffs deal magical.
    Material types are split up into three categories aswell: cloth, leather, and plate. The material composition determines the armor's resistance ratios. For example: cloth armors will have a higher MR stat then the PR while plate armors will have a higher PR stat rather then MR. Leather armors are given a balanced PR & MR stat that is neither the best or worst.

    COMBAT PROGRESSION vs CRAFTING PROGRESSION

    You will notice that the destiny board is split up into three main sections, combat, gathering, and crafting. For now we will talk only about Combat vs Crafting trees. When it comes to armor crafting, the progression goes based on the armor's material type for example you can begin crafting Light Cloth, then progress into crafting Medium Cloth and finally Heavy Cloth or you can do Heavy Plate into Light Plate, then into Medium Plate. This allows crafters to focus on gathering fewer resource nodes to accomplish their tasks.

    On the combat side of the board, armor progresses based on armor type. This is because armor's of the same type share the same passives and abilities. For example: a player choosing the Heavy Type of armors is working towards being a tanky character. He will begin progression with Heavy Plate, then move onto Heavy Leather and finally into Heavy Cloth. Because the combat progression changes the material types as you go up in the destiny board, this limits combative players from easily crafting all of their own armors. While it may feel a bit more confusing this positively affects the economy by adding value to players who focus more on crafting.

    ARMOR CLASS

    One thing you will notice is that the destiny board is surrounded by three rings. An inner ring, middle ring and the outer most ring. On each ring are three armors. The inner most ring is known as Class 1 while the middle ring is Class 2. The outer most ring is Class 3.

    CLASS 1
    • Heavy Plate, Medium Leather, Light Cloth
    CLASS 2
    • Heavy Leather, Medium Cloth, Light Plate
    CLASS 3
    • Heavy Cloth, Medium Plate, Light Leather


    As you go up in class the armors gain extra health points as well as an increased PR+MR score. This also means the armors have less vulnerabilities. This however comes at a cost, the higher class armors require rarer resources as well as more money to repair. Choosing your armor style can be tricky since the differences between classes are not extraordinary. Heavy plate for example may be just a class 1 armor but it still has the highest physical resistence of all the armors and is considerably much cheaper to produce then Heavy Cloth. Class 2 armors are a middle ground in costs while also providing a more balanced protection against both physical and magical damage. Class 3 armors will be best used in smaller battles where every stat counts such as GvG battles.

    There are some misconceptions about gear due in part to the various Classes of armor so I will post under this a response from Korn to help with the confusion.

    Korn wrote:

    Hi all,

    I just want to add something on the above points, i.e. the discussed "power difference" between, say, heavy cloth and heavy plate.

    As, for example, a tier 7.1 heavy plate is the same power as a tier 5.3 heavy cloth, and as it is also around the same difficulty to craft, with around the same rarity of materials, there really is no absolute power differential in the real sense. Actually, tier 7.1. will probably we cheaper/more easily available than tier 5.3 as it is less complex to create.

    So, the difference above really only matters if you are using at least tier 8.4 gear. Now, the way the game is currently balanced, and given that gear can be lost, only very very very few people will hit that level and it should probably not be possible for anybody to regularly fight (and die) in that kind of gear. Therefore, even the theoretical slight power difference at the top should probably not matter in reality. If, for whatever reason, we find ourselves in a situation where T8.4 and higher gear becomes very common, we would probably just add another tier on top of the progression and reach the same conclusion.

    TLDR:


    Higher class/level gear (i.e. on the outer destiny board rings) is not per se stronger than inner ring gear once you take the power level (i.e. tier + level) into account.


    All the best,
    Korn

    In short remember that when comparing armors such as Heavy Plate to Heavy Cloth, you should be going more by the power level since the difficulty of crafting armors and weapons is based more on how strong they are. By the time a player is able craft and use 5.3 Heavy Cloth, another player should beable to have 7.1 Heavy plate or at the very least 6.1 Heavy plate which puts the two armors at a much similar power level.

    The post was edited 16 times, last by Devious ().

  • COMBAT PROGRESSION CHART

    TYPESTATSCLOTHPLATELEATHER
    LightPR89114114
    MR10795114
    TYPESTATSLEATHERCLOTHPLATE
    MediumPR145141187
    MR145172154
    TYPESTATSPLATELEATHERCLOTH
    HeavyPR219204202
    MR177204248

    *Chart above is based on T4 values
    -Blue numbers represent highest values
    -Purple represent lowest values

    The post was edited 5 times, last by Devious ().

  • ARMOR NOTES FOR ALBION ONLINE

    LIGHT ARMORS
    Description - Light armors possess little protection to the wearer but offer bonus damage and offensive abilities. Blink allows a player to manuver aggressively on the battle field and then escape danger.

    PASSIVES INCLUDE
    • Aggression - boost to attack damage
    • Charity - Increase potency of your Heal spells
    • Mind - Decrease Cooldowns on attacks.
    ACTIVE SPELLS (Helms)
    • Magic Focus - Increase magical attack 50% but reduce movement by 75%
    • Beserker Stance - Increase Phys&Magic damage by 37%, reduce Armor -41
    • Energy Regain - Replenishes energy greatly
    ACTIVE SPELLS (Chest)
    • Blink - Teleports a short distance
    • Forcefield - Knocks targets away from you dealing small damage.
    • IceBlock - Coats user in ice making them immune for a few seconds.



    MEDIUM ARMORS

    Description - This set of armors provides moderate armor, mobility and utility abilities that slow down targets or reduce their damage. Unique spell Fade Out allows a player to be either defensive or offensive by escaping danger or moving in for a sneak attack.

    PASSIVES INCLUDE
    • Movement Speed - Increase movement speed
    • Tenacity - increase resistence to movement imparing effects
    • Authority - increase duration of your CC effects by 20%
    ACTIVE SPELLS (Helms)
    • Unstoppable - immune to CC for 5s
    • Defensless Rush - Increase movement speed 72%, decrease armor by 65 (10s)
    • Meditation - Greatly reduces Cooldowns
    ACTIVE SPELLS (Chest)
    • Fade Out - turn invisible with reduced movement speed
    • Trembling Aura - slows targets within 5m of you by 44%
    • Enfeeble Aura - reduce damage of all enemies near you by 60%



    HEAVY ARMORS


    Description - These armors provide the most armor and life potential as well as defensive boosts. Heavy armor can take a beating as well as punish foes that choose to attack them using reflective damage.

    PASSIVES INCLUDE
    • Constitution - Increase life
    • Toughness - Increase armor
    • Reflection - Returns damage onto attackers
    ACTIVE SPELLS (Helms)
    • Retaliate - reduces your armor by 54 but returns more then twice damage back onto attackers (5s)
    • Stone Skin - Increases armor greatly but reduces attack by 50%
    • Emergency Heal - Instantly heals caster and allies within 3m for a small amount of life.
    ACTIVE SPELLS (Chest)
    • Root Prison - imobilizes you and enemies near you for 4s
    • Pull Area - pulls all targets within a 5m radius towards you
    • Persevere - Removes CC and provides small damage absorbing shield


    * Data is based on Tier 4 armors.
    - due to balancing taking place, some above values may nolonger be correct.

    The post was edited 5 times, last by Devious ().

  • Namus wrote:

    I really don't like that higher class has more hp and combined total PR + MR i mean if you want to go super tanky its weird that heavy plate is weakest armor choice for you unless u are up against all physical DDs and lets face it that will almost never happen unless u are 1v1...
    The reason for this is because of the difficulty of crafting them. Class 1 armors all require normal resources you can get through the transmutator without ever having to leave green zones. When you get to Class 2 and 3 however you need items found on mobs, bosses, hellgates and sometimes in zones that are yellow/red. The class 1 armors can provide a fair bit of protection for you but are better for open world combat where you might have larger numbers and imbalanced fights.

    When things get competitive such as the 5v5 then all players will be trying to get the highest class armors to reduce the risks of loss.

    There is a number of reasons for the combat system being the way it is and I will list a few of them.
    • The system divides the game's Crafting side from its Combat side. Combat players earn most of the silver but rely on crafters. Crafters make most of the gear but rely on buyers to earn silver.
    • The Class system creates incentives for players to leave the green zones but does not punish them too harshly for choosing not to. If you decide to stay wholely ore mostly in the green zones then you can still produce weapons and equipment that can be viable in a PvP situation or against PvE mobs. Meanwhile if you want to be competitive you will need to venture into Red zones eventually to get the needed supplies for crafting.

    The post was edited 1 time, last by Devious ().

  • Thank you for your hard work typing all that information in. I do agree that I do kinda HATE the armor/weapon system in this game. In all fairness I must say that the spell slot idea is genius. I hope the devs realize how bad this system is and I can only hope they change it before closed beta. I am very afraid for the longevity of the game with this system.

    My suggestion would be: Split resistance among all pieces, Tanks should mostly use heavy armor. tanks wearing cloth is just silly and not realistic. There need to be a bigger difference in spells from tier 1 to tier 2 and so on.
  • Yeah, its al;; a bit weird.

    I didnt think "You are what you wear" would mean that wearing cloth made you a tank.

    I'd have preferred more armour types (cloth, leather, studded leather, scale mail, chain mail, plate) and more pieces (add in gloves and maybe gorget) and for each type and piece to have advantages/disadvantages in line with what you'd excepct as far as resistance type, weight penalties etc so that you can build a suit with a specific aim (and maybe a bonus for a suit of all the same type).

    This current system is very unintuative, confusing and strange. It seems ill thought out.
    Midgard
    T8 Fibre, Ore, Hide, Wood & Stone Gatherer
    T8 Gathering Gear Crafter
    T8 Bags & Capes Crafter
  • Tail wrote:

    My suggestion would be: Split resistance among all pieces, Tanks should mostly use heavy armor. tanks wearing cloth is just silly and not realistic. There need to be a bigger difference in spells from tier 1 to tier 2 and so on.

    I have heard this argument a lot in that its weird that a tank would be in cloth but in all fairness you should remember this is a fantasy based game. The heavy cloth is not pure cloth, it is actually a mix of plate and cloth. Since it is also a fantasy based game its very likely to assume that the heavy cloth is protected with magical barriers which is why the magic resistence is so high and the combination of metal to it helps to boost the Physical protection though since it is not solid plate it is slightly weaker then the heavy plate version.

    This isn't to say that there couldn't be better ways to do the system, I just mean to point out that in a fantasy game its hard to argue that something is silly or unrealistic.

    Don't forget too that all the armors in Class 2 and Class 3 are using rarer/magical enchanted materials.
  • Ferro wrote:

    The weird part here is that in end-game the tanks will be wearing cloth (heavy).

    Namus wrote:

    Ferro wrote:

    The weird part here is that in end-game the tanks will be wearing cloth (heavy).
    This is what i am talking about!
    That's not the point. As I understand, you will be grinding for the end heavy armor through the cloth section, likewise cloth wearers will grind down the heavy line for the end cloth armor.

    I think that's how it's designed.
  • domino wrote:

    That's not the point. As I understand, you will be grinding for the end heavy armor through the cloth section, likewise cloth wearers will grind down the heavy line for the end cloth armor.

    I think that's how it's designed.
    Thats exactly how it works. If you are crafting armor then you craft it based on its material. So a cloth armor crafter essentially crafts all the types of cloth armor, light, medium and heavy. If you are combative and hoping to use the armors you progress based on the combat type light, medium or heavy.

    So a player who wants to tank will be unlocking all the Heavy armor types since they share the same abilities, passives, and role purpose. It woudlnt make much since if I was trying to be a tank and i go from a tanky Heavy plate armor to suddenly light platemail which is for higher DPS and plays completely different on the battlefield. The material only affects how the armor looks and the ratio of PR and MR.

    Imagine someone who learns to drive a large truck which one is resilient to fire while the other is resilient to cold. The trucks have the same controls but they are able to function in different enviroments.