We need official documentation / description of Damage Resistance for Clothes.
6 replies, posted
This is a very big deal to anyone who isn't able to craft Armors. Right now all basis for what is the "best" thing to wear is all chalked up to community speculation. Is Blue Shirt really the best? Does having a Poncho increase your Damage Resistance? Is everything non-armored pretty much the same? These kind of questions are asked constantly through servers.
Much like the greatly appreciated improvement of displaying how much a building upgrade will cost in the Wheel, item quality-comparison information in the description is definitely needed.
[url]http://www.reddit.com/r/playrust/comments/3astfd/protections_and_damage_values_for_you_stats/csk6cg8[/url]
I wrote the program that outputs these and they are unaltered values straight out of the game files.
Not sure there is much of a point in creating official documentation of a game in alpha where these values are constantly changing.
[QUOTE='Deicide[RS];48064999'][URL]http://www.reddit.com/r/playrust/comments/3astfd/protections_and_damage_values_for_you_stats/csk6cg8[/URL]
I wrote the program that outputs these and they are unaltered values straight out of the game files.[/QUOTE]
This is really useful!
What does it typically mean when there's two entries for a single item? (Road Sign Jacket)
[editline]27th June 2015[/editline]
Oh just realized it probable means dynamic armors- like when something hits the metal sign part it blocks that much but when it hits the cloth it does that much etc.
[editline]27th June 2015[/editline]
I'm assuming that Blunt means Arrows, Slash means hatchet-like melee strikes, and Stab is spears?
[editline]27th June 2015[/editline]
This is some pretty revealing data that explains some of my personal frustrations with the game.
Across the board we can see blunt damage (Which I'm assuming is Arrows) corresponds gradually with the quality of armors nicely.
However bullet damage takes a massive jump from Red Jacket, to Vagabond-Roadsign-Chestplate. Creating a huge gap from end-game to mid-game items.
I think this is why I love the Roadsign armor so much. It's starting to create an area for a mid-tier game, but we need even more items like this to close the huge gap from low to high tier.
[QUOTE=General J]I think this is why I love the Roadsign armor so much. It's starting to create an area for a mid-tier game, but we need even more items like this to close the huge gap from low to high tier.[/QUOTE]
Wood armour is being worked on and bone armour is at the concept art stage at least
Looking at the linked chart, you see: a hatchet is faster to break through a wood wall than a pickaxe. Pickaxe takes less hits in totaal, but swings much slower - so takes longer than a hatchet.
Also, bean cans are pretty good to break in to a wood wall. I don't know if they are cheap to craft - but anyway no one keeps their walls wood anyway.
[QUOTE=General J;48065249]What does it typically mean when there's two entries for a single item? (Road Sign Jacket)[/QUOTE]
Items with more than one entry have different zones that offer different levels of protection. In the case of the roadsign armor, the first row is the jacket and the second row is the signs themselves. The armor has different hitboxes for these.
In that particular case, I do not know if hitting a sign offers double protection (sign + jacket) or if they are separate. I assume they don't stack but I could be wrong.
[QUOTE=General J;48065249]I'm assuming that Blunt means Arrows, Slash means hatchet-like melee strikes, and Stab is spears?[/QUOTE]
It's more complex than that and I didn't expose that information through my program yet. In the case of arrows, they do bullet damage. That said, other weapons have different types of damage and most of the melee weapons do several types of damage at the same time. A hatchet does slashing AND blunt damage for instance. A pickaxe does piercing and blunt, etc. The amount of each can vary (ex: the hatchet does more slashing than blunt damage) and both are applied on it and reduced by the different factors you see in the armor resistance list.
Building blocks also have different levels of resistances to different types of damage in exactly the same way as clothes.
I'll be adding to that program and releasing more info in that reddit post I linked once in a while.
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