Armor Tinkering
Posted: Sun Jul 06, 2003 2:34 pm
All the info you could need for Armor Tinking
If you have something you would like added, post below and I will update the top post.
TINK CALC
Armor Tinkering:
Skill Cost: 4 credits
Skill Formula: (Focus + Endurance)/2
Effects:
Increase Armor Level by 20
Increase Slashing Protection by 0.2
Increase Piercing Protection by 0.2
Increase Bludgeoning Protection by 0.2
Increase Acid Protection by 0.4
Increase Cold Protection by 0.4
Increase Fire Protection by 0.4
Increase Electrical Protection by 0.4
Armor Tinkering Materials:
Steel (increases the armor's armor level by 20)
Bronze (increase the armor's protection against slashing by 0.2)
Alabaster (increases the armor's protection against piercing by 0.2)
Marble (increases the armor's protection against bludgeoning by 0.2)
Armoredillo Hide (increases the armor's protection against acid by 0.4)
Wool (increases the armor's protection against cold by 0.4)
Ceramic (increases the armor's protection against fire by 0.4)
Reedshark Hide (increases the armor's protection against lightning by 0.4)
Each of these increases a specific protection against an attack by 0.1. All armor has a base protection value which is a decimal ranging from 0.0 (none) to 2.0 (unparalleled). Banes affect these modifiers. The AL against an attack is the AL times the protection modifier.
Example: An AL 300 base Amuli Coat with a fire protection modifier of 1.5. The AL against fire melee and missile attacks is 300*1.5, or 450. The modifier cannot exceed 2.0 and tinkered modifiers reduce the damage taken by hollows.
If you have something you would like added, post below and I will update the top post.
TINK CALC
Armor Tinkering:
Skill Cost: 4 credits
Skill Formula: (Focus + Endurance)/2
Effects:
Increase Armor Level by 20
Increase Slashing Protection by 0.2
Increase Piercing Protection by 0.2
Increase Bludgeoning Protection by 0.2
Increase Acid Protection by 0.4
Increase Cold Protection by 0.4
Increase Fire Protection by 0.4
Increase Electrical Protection by 0.4
Armor Tinkering Materials:
Steel (increases the armor's armor level by 20)
Bronze (increase the armor's protection against slashing by 0.2)
Alabaster (increases the armor's protection against piercing by 0.2)
Marble (increases the armor's protection against bludgeoning by 0.2)
Armoredillo Hide (increases the armor's protection against acid by 0.4)
Wool (increases the armor's protection against cold by 0.4)
Ceramic (increases the armor's protection against fire by 0.4)
Reedshark Hide (increases the armor's protection against lightning by 0.4)
Each of these increases a specific protection against an attack by 0.1. All armor has a base protection value which is a decimal ranging from 0.0 (none) to 2.0 (unparalleled). Banes affect these modifiers. The AL against an attack is the AL times the protection modifier.
Example: An AL 300 base Amuli Coat with a fire protection modifier of 1.5. The AL against fire melee and missile attacks is 300*1.5, or 450. The modifier cannot exceed 2.0 and tinkered modifiers reduce the damage taken by hollows.