Padding: Difference between revisions

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(Added long overdue elaboration of critical padding. I intend to add another table to visualize injury reduction over a large scale of endrolls. Will do weighting page similarly later.)
(Added tables showing how injury ranks scale across armors as a function of endrolls.)
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==Critical Padding==
==Critical Padding==
Reduces the severity (rank) of a wound caused by a damage source. Each critical hit in GemStone has certain effects associated with it, including a wide range of additional points of damage, any of three degrees of injury (from minor scratch to some degree of bleeding to severed limbs), and possible additional effects such as being knocked prone, or stunned and thus unable to act. These effects are somewhat unpredictable due to [[critical randomization]].


Critical padding can not reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural crit padding derived from CON bonus. GILCHRISTR's research indicates that 1 potential phantom damage is removed for each 4 bonus.


{| align="right" border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 5em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;"
Armor padded in this way has a given number of padding points which fall into categorical ranges outlined in the table below. The padding points are directly subtracted from the phantom damage of a particular strike.
|- bgcolor=lightgrey

=== Padding Point Chart ===
! colspan=2 | Padding Point Table
|- style="background:#ddd;"
{| {{Prettytable}}
|-
!Name
!Name
!Rating
!Rating
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|25+
|25+
|}
|}

Reduces the severity (rank) of a wound caused by a damage source. Each critical hit in GemStone has certain effects associated with it, including a wide range of additional points of damage, any of three degrees of injury (from minor scratch to some degree of bleeding to severed limbs), and possible additional effects such as being knocked prone, or stunned and thus unable to act. These effects are somewhat unpredictable due to [[critical randomization]].

Critical padding can not reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural crit padding derived from CON bonus. GILCHRISTR's research indicates that 1 potential phantom damage is removed for each 4 bonus.

Armor padded in this way has a given number of padding points which fall into categorical ranges outlined in the table below. The padding points are directly subtracted from the phantom damage of a particular strike.


===Sample Calculations===
===Sample Calculations===
It is often desirable to compare injury rank severities across several types of armor. To calculate the injury rank generated by a given endroll it is necessary to know the [[damage factor]] of the weapon vs the armor, the [[critical divisor]] of the armor, and the number of padding points the armor has. If the attacker's weapon has [[critical weighting]], it similarly has weighting points which are added to the phantom damage. The general formula for determining an injury rank is:


It is often desirable to compare injury rank severities across several types of armor. To calculate the injury rank generated by a given endroll it is necessary to know the [[damage factor]] of the weapon vs the armor, the [[critical divisor]] of the armor, and the number of padding points the armor has. If the attacker's weapon has [[critical weighting]], it similarly has weighting points which are added to the phantom damage. The general formula for determining an injury rank is:
*'''Injury Rank =''' ''Truncate[ ( (Endroll - 100) * Damage Factor - Padding Points + Weapon Weighting ) / Critical Divisor ]''
*'''Injury Rank =''' ''Truncate[ ( (Endroll - 100) * Damage Factor - Padding Points + Weapon Weighting ) / Critical Divisor ]''


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*'''Maul vs. HCP Brigandine :''' '' ( (200 - 100) * 0.430- 10 + 0 ) / 7 = 4.64 ≈'' '''Rank 4 injury'''
*'''Maul vs. HCP Brigandine :''' '' ( (200 - 100) * 0.430- 10 + 0 ) / 7 = 4.64 ≈'' '''Rank 4 injury'''
*'''Maul vs. Hauberk :''' '' ( (200 - 100) * 0.380 - 0 + 0 ) / 9 = 4.17 ≈'' '''Rank 4 injury'''
*'''Maul vs. Hauberk :''' '' ( (200 - 100) * 0.380 - 0 + 0 ) / 9 = 4.17 ≈'' '''Rank 4 injury'''

The above [[Handaxe]]/[[Maul]] and Brigandine/Hauberk examples are used to illustrate how two neighboring armor groups compare against one another. The typically cited rule-of-thumb is that a set of HCP armor is slightly less effective than unpadded armor of the armor group above it.

===Injury Rank Table===
The table below shows how the injury ranks from a [[handaxe]] and [[maul]] with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 points of padding. Where noted (*) injury reduction would occur if the original injury rank were not already 1 (critical padding will not reduce an injury rank to 0).

{| align="left" {{prettytable}}
|- align=center style="background:#cccccc"
! rowspan=3 |Endroll || colspan=10 |Handaxe
|- align=center style="background:#cccccc"
! colspan=2 |Robe || colspan=2 |Soft || colspan=2 |Rigid || colspan=2 |Chain || colspan=2 |Plate
|- align=center style="background:#dddddd"
!Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP
|- align=center
| style="background:#dddddd;" |105 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|- align=center
| style="background:#dddddd;" |110 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|- align=center
| style="background:#dddddd;" |120 ||1 ||0* ||1 ||0* ||0 ||0 ||0 ||0 ||0 ||0
|- align=center
| style="background:#dddddd;" |130 ||2 ||0* ||1 ||0* ||1 ||0* ||0 ||0 ||0 ||0
|- align=center
| style="background:#dddddd;" |140 ||3 ||1 ||2 ||0* ||1 ||0* ||1 ||0* ||0 ||0
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |150 ||4 ||2 ||2 ||0* ||1 ||0* ||1 ||0* ||0 ||0
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |160 ||5 ||3 ||3 ||1 ||2 ||0* ||1 ||0* ||1 ||0*
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |170 ||5 ||3 ||3 ||1 ||2 ||1 ||1 ||0* ||1 ||0*
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |180 ||6 ||4 ||4 ||2 ||3 ||1 ||2 ||1 ||1 ||0*
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |190 ||7 ||5 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||0*
|- align=center
| style="background:#dddddd;" |200 ||8 ||6 ||5 ||3 ||3 ||2 ||2 ||1 ||1 ||1
|- align=center
| style="background:#dddddd;" |210 ||9 ||7 ||5 ||3 ||4 ||2 ||2 ||1 ||2 ||1
|- align=center
| style="background:#dddddd;" |220 ||10 ||8 ||6 ||4 ||4 ||3 ||3 ||2 ||2 ||1
|- align=center
| style="background:#dddddd;" |230 ||10 ||8 ||6 ||4 ||5 ||3 ||3 ||2 ||2 ||1
|- align=center
| style="background:#dddddd;" |240 ||11 ||9 ||7 ||5 ||5 ||3 ||3 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |250 ||12 ||10 ||7 ||5 ||5 ||4 ||4 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |260 ||13 ||11 ||8 ||6 ||6 ||4 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |270 ||14 ||12 ||8 ||6 ||6 ||5 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |280 ||15 ||13 ||9 ||7 ||6 ||5 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |290 ||15 ||13 ||9 ||7 ||7 ||5 ||5 ||3 ||3 ||2
|- align=center
| style="background:#dddddd;" |300 ||16 ||14 ||10 ||8 ||7 ||6 ||5 ||4 ||3 ||2
|- align=center
| style="background:#dddddd;" |310 ||17 ||15 ||10 ||8 ||8 ||6 ||5 ||4 ||4 ||3
|- align=center
| style="background:#dddddd;" |320 ||18 ||16 ||11 ||9 ||8 ||7 ||5 ||4 ||4 ||3
|- align=center
| style="background:#dddddd;" |330 ||19 ||17 ||11 ||9 ||8 ||7 ||6 ||5 ||4 ||3
|- align=center
| style="background:#dddddd;" |340 ||20 ||18 ||12 ||10 ||9 ||7 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |350 ||21 ||19 ||12 ||10 ||9 ||8 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |360 ||21 ||19 ||13 ||11 ||10 ||8 ||6 ||5 ||4 ||4
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |370 ||22 ||20 ||13 ||11 ||10 ||8 ||7 ||6 ||5 ||4
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |380 ||23 ||21 ||14 ||12 ||10 ||9 ||7 ||6 ||5 ||4
|- align=center style="background:#e8e8e8"
| style="background:#dddddd;" |390 ||24 ||22 ||14 ||12 ||11 ||9 ||7 ||6 ||5 ||4
|}

{| align="left" {{prettytable}}
|- align=center style="background:#cccccc"
! colspan=10 |Maul
|- align=center style="background:#cccccc"
! colspan=2 |Robe || colspan=2 |Soft || colspan=2 |Rigid || colspan=2 |Chain || colspan=2 |Plate
|- align=center style="background:#dddddd"
!Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP
|- align=center
|0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|- align=center
|1 ||0* ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|- align=center
|2 ||0* ||1 ||0* ||1 ||0* ||0 ||0 ||0 ||0
|- align=center
|3 ||1 ||2 ||0* ||1 ||0* ||1 ||0* ||0 ||0
|- align=center
|4 ||2 ||2 ||1 ||2 ||1 ||1 ||0* ||1 ||0*
|- align=center style="background:#e8e8e8"
|5 ||3 ||3 ||1 ||3 ||1 ||2 ||1 ||1 ||0*
|- align=center style="background:#e8e8e8"
|6 ||4 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||0*
|- align=center style="background:#e8e8e8"
|7 ||5 ||5 ||3 ||4 ||2 ||2 ||1 ||1 ||1
|- align=center style="background:#e8e8e8"
|8 ||6 ||5 ||4 ||4 ||3 ||3 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
|9 ||7 ||6 ||4 ||5 ||4 ||3 ||2 ||2 ||1
|- align=center
|11 ||9 ||7 ||5 ||6 ||4 ||4 ||3 ||2 ||1
|- align=center
|12 ||10 ||7 ||6 ||6 ||5 ||4 ||3 ||3 ||2
|- align=center
|13 ||11 ||8 ||6 ||7 ||5 ||5 ||3 ||3 ||2
|- align=center
|14 ||12 ||9 ||7 ||7 ||6 ||5 ||4 ||3 ||2
|- align=center
|15 ||13 ||10 ||8 ||8 ||7 ||5 ||4 ||3 ||2
|- align=center style="background:#e8e8e8"
|16 ||14 ||10 ||9 ||9 ||7 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
|17 ||15 ||11 ||9 ||9 ||8 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
|18 ||16 ||12 ||10 ||10 ||9 ||7 ||6 ||4 ||3
|- align=center style="background:#e8e8e8"
|19 ||17 ||12 ||11 ||11 ||9 ||7 ||6 ||4 ||4
|- align=center style="background:#e8e8e8"
|20 ||18 ||13 ||11 ||11 ||10 ||8 ||6 ||5 ||4
|- align=center
|22 ||20 ||14 ||12 ||12 ||10 ||8 ||7 ||5 ||4
|- align=center
|23 ||21 ||15 ||13 ||12 ||11 ||8 ||7 ||5 ||4
|- align=center
|24 ||22 ||15 ||14 ||13 ||12 ||9 ||8 ||6 ||5
|- align=center
|25 ||23 ||16 ||14 ||14 ||12 ||9 ||8 ||6 ||5
|- align=center
|26 ||24 ||17 ||15 ||14 ||13 ||10 ||9 ||6 ||5
|- align=center style="background:#e8e8e8"
|27 ||25 ||17 ||16 ||15 ||13 ||10 ||9 ||6 ||5
|- align=center style="background:#e8e8e8"
|28 ||26 ||18 ||16 ||15 ||14 ||10 ||9 ||7 ||6
|- align=center style="background:#e8e8e8"
|29 ||27 ||19 ||17 ||16 ||15 ||11 ||10 ||7 ||6
|- align=center style="background:#e8e8e8"
|30 ||28 ||20 ||18 ||17 ||15 ||11 ||10 ||7 ||6
|- align=center style="background:#e8e8e8"
|31 ||29 ||20 ||19 ||17 ||16 ||12 ||11 ||7 ||7
|}

<br style="clear:both;">


===Use With Accessories===
===Use With Accessories===
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== Critical & Damage Padding Chart ==
== Critical & Damage Padding Chart ==
{| {{Prettytable}}
{| {{Prettytable}}
|- bgcolor=lightgrey
|-
!Name
!Name
|-
|-

Revision as of 15:39, 7 September 2009

Armor that provides greater-than-normal protection against some form of attack is called padded.


Critical Padding

Padding Point Table
Name Rating
Lightly 1-2
Fairly 3-4
Somewhat 5-6
Decent 7-8
Heavy 9-11
Very Heavy 12-14
Exceptional 15-19
Masterful 20-24
Incredible 25+

Reduces the severity (rank) of a wound caused by a damage source. Each critical hit in GemStone has certain effects associated with it, including a wide range of additional points of damage, any of three degrees of injury (from minor scratch to some degree of bleeding to severed limbs), and possible additional effects such as being knocked prone, or stunned and thus unable to act. These effects are somewhat unpredictable due to critical randomization.

Critical padding can not reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural crit padding derived from CON bonus. GILCHRISTR's research indicates that 1 potential phantom damage is removed for each 4 bonus.

Armor padded in this way has a given number of padding points which fall into categorical ranges outlined in the table below. The padding points are directly subtracted from the phantom damage of a particular strike.

Sample Calculations

It is often desirable to compare injury rank severities across several types of armor. To calculate the injury rank generated by a given endroll it is necessary to know the damage factor of the weapon vs the armor, the critical divisor of the armor, and the number of padding points the armor has. If the attacker's weapon has critical weighting, it similarly has weighting points which are added to the phantom damage. The general formula for determining an injury rank is:

  • Injury Rank = Truncate[ ( (Endroll - 100) * Damage Factor - Padding Points + Weapon Weighting ) / Critical Divisor ]

The following sample calculations use standard (unweighted) weapons with 200 endrolls:

  • Handaxe vs. Brigandine : ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈ Rank 3 injury
  • Handaxe vs. HCP Brigandine : ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈ Rank 2 injury
  • Handaxe vs. Hauberk : ( (200 - 100) * 0.240 - 0 + 0 ) / 9 = 2.67 ≈ Rank 2 injury
  • Maul vs. Brigandine : ( (200 - 100) * 0.430 - 0 + 0 ) / 7 = 6.07 ≈ Rank 6 injury
  • Maul vs. HCP Brigandine : ( (200 - 100) * 0.430- 10 + 0 ) / 7 = 4.64 ≈ Rank 4 injury
  • Maul vs. Hauberk : ( (200 - 100) * 0.380 - 0 + 0 ) / 9 = 4.17 ≈ Rank 4 injury

The above Handaxe/Maul and Brigandine/Hauberk examples are used to illustrate how two neighboring armor groups compare against one another. The typically cited rule-of-thumb is that a set of HCP armor is slightly less effective than unpadded armor of the armor group above it.

Injury Rank Table

The table below shows how the injury ranks from a handaxe and maul with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 points of padding. Where noted (*) injury reduction would occur if the original injury rank were not already 1 (critical padding will not reduce an injury rank to 0).

Endroll Handaxe
Robe Soft Rigid Chain Plate
Norm. HCP Norm. HCP Norm. HCP Norm. HCP Norm. HCP
105 0 0 0 0 0 0 0 0 0 0
110 0 0 0 0 0 0 0 0 0 0
120 1 0* 1 0* 0 0 0 0 0 0
130 2 0* 1 0* 1 0* 0 0 0 0
140 3 1 2 0* 1 0* 1 0* 0 0
150 4 2 2 0* 1 0* 1 0* 0 0
160 5 3 3 1 2 0* 1 0* 1 0*
170 5 3 3 1 2 1 1 0* 1 0*
180 6 4 4 2 3 1 2 1 1 0*
190 7 5 4 2 3 2 2 1 1 0*
200 8 6 5 3 3 2 2 1 1 1
210 9 7 5 3 4 2 2 1 2 1
220 10 8 6 4 4 3 3 2 2 1
230 10 8 6 4 5 3 3 2 2 1
240 11 9 7 5 5 3 3 2 2 1
250 12 10 7 5 5 4 4 2 2 1
260 13 11 8 6 6 4 4 3 3 2
270 14 12 8 6 6 5 4 3 3 2
280 15 13 9 7 6 5 4 3 3 2
290 15 13 9 7 7 5 5 3 3 2
300 16 14 10 8 7 6 5 4 3 2
310 17 15 10 8 8 6 5 4 4 3
320 18 16 11 9 8 7 5 4 4 3
330 19 17 11 9 8 7 6 5 4 3
340 20 18 12 10 9 7 6 5 4 3
350 21 19 12 10 9 8 6 5 4 3
360 21 19 13 11 10 8 6 5 4 4
370 22 20 13 11 10 8 7 6 5 4
380 23 21 14 12 10 9 7 6 5 4
390 24 22 14 12 11 9 7 6 5 4
Maul
Robe Soft Rigid Chain Plate
Norm. HCP Norm. HCP Norm. HCP Norm. HCP Norm. HCP
0 0 0 0 0 0 0 0 0 0
1 0* 0 0 0 0 0 0 0 0
2 0* 1 0* 1 0* 0 0 0 0
3 1 2 0* 1 0* 1 0* 0 0
4 2 2 1 2 1 1 0* 1 0*
5 3 3 1 3 1 2 1 1 0*
6 4 4 2 3 2 2 1 1 0*
7 5 5 3 4 2 2 1 1 1
8 6 5 4 4 3 3 2 2 1
9 7 6 4 5 4 3 2 2 1
11 9 7 5 6 4 4 3 2 1
12 10 7 6 6 5 4 3 3 2
13 11 8 6 7 5 5 3 3 2
14 12 9 7 7 6 5 4 3 2
15 13 10 8 8 7 5 4 3 2
16 14 10 9 9 7 6 5 4 3
17 15 11 9 9 8 6 5 4 3
18 16 12 10 10 9 7 6 4 3
19 17 12 11 11 9 7 6 4 4
20 18 13 11 11 10 8 6 5 4
22 20 14 12 12 10 8 7 5 4
23 21 15 13 12 11 8 7 5 4
24 22 15 14 13 12 9 8 6 5
25 23 16 14 14 12 9 8 6 5
26 24 17 15 14 13 10 9 6 5
27 25 17 16 15 13 10 9 6 5
28 26 18 16 15 14 10 9 7 6
29 27 19 17 16 15 11 10 7 6
30 28 20 18 17 15 11 10 7 6
31 29 20 19 17 16 12 11 7 7


Use With Accessories

Padded armor used in conjunction with spiked or flaring armor accessories halves the effectiveness of the critical padding in the region covered by the accessory. For example, if flaring leg greaves are worn over heavily crit padded hauberk with 10 points of padding, the legs will effectively have 5 points of critical padding (somewhat crit padded) while the rest of the body will have the full 10 points of padding.

Damage Padding

Will reduce the raw damage points inflicted by a damage source, but will not reduce the other non-damaging effects of that source (e.g. scratches/bleeding/severed body parts, stuns, or knockdowns).

Elemental Padding

This can reduce damage taken from an elemental source, either from creatures that use fire/cold (these are the most commonly seen elemental creatures, but there can be others) in their attacks or from a hot/cold environment such as Pinefar and Aenatumgana and the Glacier on the cold side, or the Lava Flows on Teras Isle on the hot side.

Probably the most common elemental padding is a Bard making use of Sonic Armor (1014); this magical armor inherently has cold, heat, and lightning padding. Another source of elemental padding that has recently become available is from the Ranger spell, Resist Nature (620).

Natural

This is another facet of padding available through the Ranger spell, Resist Nature (620). Nature resistance is similar to elemental resistance in that it protects the wearer from a specific type of attack. Natural resistance lets the wearer withstand hits from nature-specific attacks, which include all offensive Ranger spells and Sandstorm (914).

Partial Armors

Padded partial armor gives full protection to partially covered areas by default. If an armor accessory with the same type of padding is worn over top of either full coverage or partial armor, then only the highest level of padding will apply. For example, lightly damage padded full plate in combination with a heavily damage padded helm would result in heavy damage padding on hits to the head and light damage padding on every other type of hit.

If padded armor is combined with specially enhanced armor accessories (or vice versa), then their bonuses will be averaged. Specially enhanced armor includes: differing types of padding (i.e. combining damage and critical padding on a hit location), armor that is resistant to specific damage types, blessed armor, TD enhancing armor, flaring armor, and spiked armor.

Availablility

A padding merchant is one of the more highly sought after types. Merchants may offer permanent padding, but it is usually very limited in number and quite expensive. More often merchants offer temporary padding, which lasts for several hundred hits depending on what the adventurer wishes to pay.

Temporary damage padding is also available through the Adventurer's Guild. Adventurers can have either somewhat or heavy damage padding added to their armor that will last for 50 hits.

Guardians of Sunfist members have access to Sigil of Minor Protection and Sigil of Major Protection which grant them 60 seconds of heavy damage or heavy critical padding, respectively.

Padding is available through the Premium point system at a cost of ((2 × Padding Level) + Enchant Bonus) × 100 points. For example, to add heavy padding to 4x armor it would cost 4000 premium points.

Critical & Damage Padding Chart

Name
wondrous
incredible
fantastic (standard claidhmores)
phenomenal
expert
superb
masterful
exceptional
very heavy
heavy (standard katanas)
decent
somewhat
fair
light
no padding/weighting (baseline)
slightly diminished
somewhat diminished
noticeably diminished
substantially diminished

See Also