![]() ![]() If there's another modder using these numbers, I'd be glad to know so that I could change mine or they could change theirs. All my items in the datatable are beginning with the number 199802xx which should be unique. If they don't work together with a certain mod, feel free to contact me about it. This mod should be compatible with all mods and the Isle of Siptah DLC. Armor Statistics: Total damage reduction: 39 +9 Accuracy Total weight: 14. This armor provides a unique Arabian look for those hot desert days. This way, the mod size and server load stays low. The Shemite armor is worn by the Shemitish peoples of the Conan universe. ![]() Immersive Armors attempts to stay true to the Conan lore and aesthethics and almost all weapons, armor and accessories of the mod is created or inspired by original assets from the game. There's slots for piercings, belts, cloaks, masks and even spare body parts (not included in this mod). The system allows you to equip a variety of items, even more than originally possible. Immersive Armors is currently using the Accessory Wardrobe system created by Whiskey. ![]() We have quivers for the archers, civilian clothes for the civilians and some heavy armor with horns for the edgelords! Without doing intensive testing to put this into practice in a controlled target dummy range, and confirming how exactly armour pen translates into Conan exiles, the main theory is armour pen mod conquers flat damage.The Immersive Armors mod adds a total of 400+ new items to the game, vatiating from armor, epic armor, weapons and a totally new concept to Conan Exiles: accessories and jewelry. If we go on the above theory, even hitting a light armoured enemy gives +4-5, and only increases to almost quadruple this the higher an enemies armour goes, which knocks a flat +6 out of the water, as this only comes out ahead for purely light or no armour enemies. On a light armor set with all the pieces having the Flexibility kit you consume almost no stamina to climb. Heavy = 15% of 80% = 12%, 68% damage reduc so 12% more damage, so 32 swing rather than 20. It reduces the stamina consumption when climbing. Medium = 15% of 60% = 9%, 51% damage reduc so 9% more damage, so 49 swing rather than 40. Light = 15% of 30% = 4.5%, 25.5% damage reduc now so 4.5% more damage, so 74.5 rather than 70 swing Using the same 100 damage swing we would get the following with armour pen mod. These figures are fairly close to what you will see on stats in a full armour set. Light = 30% reduction Medium = 60% reduction Heavy =80% reduction If however, it is based off reducing purely armour damage reduction, then we should look at it this way. ![]() If the armour pen mod gives a flat 15% ignore damage reduction, then as long as your total melee damage from weapon and strength is 40+, you will always be better with this than a +6 damage mod. With 15% armour pen from the mod this will hit for 65 damage, as 100-35% because 50% damage reduction - 15% from penetration =35% reduction. If you hit someone with 50% DR then you will deal 50 damage. Flexibility kits reduce stamina costs for climbing, but I never calculated how much exactly. Last edited by Cyberdude 10:25pm 4 DarkFire 4:27am Yep, no matter what your stamina level, by default you can dodge roll 4 times before your stamina is exhausted. But to be fair, I never tried the flexibility one. Spiked attachment is +15 armor penetration. About the armor kits, I only really use the weight reduction on and heavy armor. Tool upgrade kits are +1, +2 and +3 to resources gathered. Lets say you have 100 melee damage from a high end weapon, around 50 weapon damage and strength modifier. Reinforcement kits are +50, +100 and +150 durability. Thanks to the stats system, you can break this down to pure maths, get ready nerds. All kits, except Reinforcement Kits, reduce the armors durability to 75 of its normal durability. TL DR : armour pen is better than flat damage boost.īecause you wanted an explanation though. ![]()
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