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'''Padding''' is a rare defensive property, typically found on [[armor]], that provides greater-than-normal protection from [[critical]] hits (known as "'''[[#Critical Padding|critical padding]]'''") or [[health point]] loss (known as "'''[[#Damage Padding|damage padding]]'''"). The level of padding is represented as a number (usually from 0 to 50), known as '''combat effective points''' (CEP), which collectively make up an item's '''combat effectiveness rating''' (CER) (CEP and CER can be used interchangeably). Skilled [[warrior]]s can{{boldmono| [[ASSESS (verb)#Warriors|ASSESS]] }}an item to get the full details of its CER and number of [[#Merchant Services|merchant services]] applied. The relationship between combat effective points and assessed estimates is shown on the table to the right. For example, an item that assesses as "heavily padded against critical blows" has 9-10 points of critical padding. The worded description provides an [[in character]] way to describe the padding.


[[#Spells and Abilities|Spells and abilities]] can also provide temporary padding while they are in effect.
Armor that provides greater-than-normal protection against some form of attack is called '''padded'''. Both critical and damage padding utilize the same padding point table albeit toward different effects. Note that critical padding, damage padding, and [[flare]]s occupy the same [[Item properties| item enhancement slot]] and can not be added to an item in conjunction with one another (i.e., it is in Category B).


This property is typically not found on off-the-shelf armors from town shops, but may be available in varying levels from special merchants, or box-found on armor from the [[treasure system]].

<span class="alert-warning">As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], padding has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage padding on the same item.</span>
{{TOC limit|2}}
==Critical Padding==
==Critical Padding==


'''Critical padding''' reduces the critical severity of a successful attack by subtracting a phantom amount (up to the number of combat effective points, subject to possible [[#Randomization|randomization]] if the padding is greater than 6 CEP) from the raw HP damage before resolving the critical rank. Critical padding cannot reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural critical padding derived from [[CON]] bonus, but the exact formula is not known.
Reduces the severity 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]].


For [[attack roll]]s (Attack Strength vs. Defensive Strength), to calculate the maximum critical rank generated by a given endroll it is necessary to know the [[Damage Factor]] of the weapon vs the armor (reduced by a factor if [[#Redux|redux]] is active), the [[critical divisor]] of the armor, and the number of combat effective points the armor has. If the attacker's weapon has [[critical weighting]], its weighting CEP are added to the phantom damage. The general formula for determining the maximum critical rank is:
Critical padding can not reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural critical padding derived from [[CON]] bonus, the exact amount of which is not released.


{{equation box|{{math|1='''Max Critical Rank = Truncate[((Endroll - 100) * Damage Factor - Randomize(Padding CEP) + Weapon Weighting CEP) / Critical Divisor]'''}}}}
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.


where {{math|1='''Randomize(Padding CEP) = Padding CEP'''}} exactly if {{math|'''Padding CEP &le; 6'''}}, otherwise it is a random number in the range {{math|'''[6, Padding CEP]'''}} with an unknown distribution.
===Sample Calculations===


(Note: Critical weighting is ''not'' randomized and always adds a fixed amount of weighting CEP.)
It is often desirable to compare critical ranks across several types of armor. To calculate the critical 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 critical rank is:
*'''Critical Rank =''' ''Truncate[ ( (Endroll - 100) * Damage Factor - Padding Points + Weapon Weighting ) / Critical Divisor ]''


After computing the max critical rank, the actual critical rank of the attack result may be reduced by [[critical randomization]] (separately from the randomization of padding level).
The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 points of critical padding:

Critical damage taken from other sources than attack rolls (such as from flares or maneuvers) is also reduced in many cases, but the exact formulas and conditions where it is applicable are not known.

===Sample Calculations===

The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 CEP of critical padding:
*'''Handaxe vs. Brigandine :''' '' ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈'' '''Rank 3 critical'''
*'''Handaxe vs. Brigandine :''' '' ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈'' '''Rank 3 critical'''
*'''Handaxe vs. HCP Brigandine :''' '' ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈'' '''Rank 2 critical'''
*'''Handaxe vs. HCP Brigandine :''' '' ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈'' '''Rank 2 critical'''
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===Critical Rank Table===
===Critical Rank Table===
The table below shows how the critical 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 (*) the padding is sufficient to reduce the critical rank to 0 if it wasn't otherwise restricted to a minimum of rank 1.
The table below shows how the critical ranks from a [[handaxe]] and [[maul]] with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 CEP of padding. Where noted (*) the padding is sufficient to reduce the critical rank to 0 if it wasn't otherwise restricted to a minimum of rank 1.


(Note: These tables assume no active [[redux]]. If redux is active then the endroll margins required to achieve the same results should be multiplied by {{math|1/(1 - redux_factor)}}.)
{| {{prettytable|float:left;}}
{| class="mw-collapsible"
|- align=center style="background:#cccccc"
|
! colspan=10 |Handaxe
|-
|- align=center style="background:#cccccc"
|
{| {{prettytable|float:left;text-align:center;font-size:95%}}
|- style="background:#cccccc"
! rowspan=3 |Endroll || colspan=10 |Handaxe
|- style="background:#cccccc"
! colspan=2 |Cloth || colspan=2 |Leather || colspan=2 |Scale || colspan=2 |Chain || colspan=2 |Plate
! colspan=2 |Cloth || colspan=2 |Leather || colspan=2 |Scale || colspan=2 |Chain || colspan=2 |Plate
|- align=center style="background:#dddddd"
|- style="background:#dddddd"
!Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP
!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
| 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
| style="background:#dddddd;" |110 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|-
|- align=center
| style="background:#dddddd;" |120 ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0 ||0 ||0
| style="background:#dddddd;" |120 ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0 ||0 ||0
|-
|- align=center
| style="background:#dddddd;" |130 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0
| style="background:#dddddd;" |130 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0
|-
|- align=center
| style="background:#dddddd;" |140 ||3 ||1 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
| style="background:#dddddd;" |140 ||3 ||1 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |150 ||4 ||2 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
| style="background:#dddddd;" |150 ||4 ||2 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |160 ||5 ||3 ||3 ||1 ||2 ||1* ||1 ||1* ||1 ||1*
| style="background:#dddddd;" |160 ||5 ||3 ||3 ||1 ||2 ||1* ||1 ||1* ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |170 ||5 ||3 ||3 ||1 ||2 ||1 ||1 ||1* ||1 ||1*
| style="background:#dddddd;" |170 ||5 ||3 ||3 ||1 ||2 ||1 ||1 ||1* ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |180 ||6 ||4 ||4 ||2 ||3 ||1 ||2 ||1 ||1 ||1*
| style="background:#dddddd;" |180 ||6 ||4 ||4 ||2 ||3 ||1 ||2 ||1 ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |190 ||7 ||5 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||1*
| style="background:#dddddd;" |190 ||7 ||5 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||1*
|-
|- align=center
| style="background:#dddddd;" |200 ||8 ||6 ||5 ||3 ||3 ||2 ||2 ||1 ||1 ||1
| 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
| 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
| 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
| 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
| style="background:#dddddd;" |240 ||11 ||9 ||7 ||5 ||5 ||3 ||3 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |250 ||12 ||10 ||7 ||5 ||5 ||4 ||4 ||2 ||2 ||1
| style="background:#dddddd;" |250 ||12 ||10 ||7 ||5 ||5 ||4 ||4 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |260 ||13 ||11 ||8 ||6 ||6 ||4 ||4 ||3 ||3 ||2
| style="background:#dddddd;" |260 ||13 ||11 ||8 ||6 ||6 ||4 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |270 ||14 ||12 ||8 ||6 ||6 ||5 ||4 ||3 ||3 ||2
| style="background:#dddddd;" |270 ||14 ||12 ||8 ||6 ||6 ||5 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |280 ||15 ||13 ||9 ||7 ||6 ||5 ||4 ||3 ||3 ||2
| style="background:#dddddd;" |280 ||15 ||13 ||9 ||7 ||6 ||5 ||4 ||3 ||3 ||2
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
| style="background:#dddddd;" |290 ||15 ||13 ||9 ||7 ||7 ||5 ||5 ||3 ||3 ||2
| style="background:#dddddd;" |290 ||15 ||13 ||9 ||7 ||7 ||5 ||5 ||3 ||3 ||2
|}
|}


{| {{prettytable|float:left;}}
{| {{prettytable|float:left;text-align:center;font-size:95%}}
|- align=center style="background:#cccccc"
|- style="background:#cccccc"
! rowspan=3 |Endroll || colspan=10 |Maul
! colspan=10 |Maul
|- align=center style="background:#cccccc"
|- style="background:#cccccc"
! colspan=2 |Cloth || colspan=2 |Leather || colspan=2 |Scale || colspan=2 |Chain || colspan=2 |Plate
! colspan=2 |Cloth || colspan=2 |Leather || colspan=2 |Scale || colspan=2 |Chain || colspan=2 |Plate
|- align=center style="background:#dddddd"
|- style="background:#dddddd"
!Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP
!Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP ||Norm. ||HCP
|-
|- align=center
|0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|-
|- align=center
|1 ||1* ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|1 ||1* ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0
|-
|- align=center
|2 ||1* ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0
|2 ||1* ||1 ||1* ||1 ||1* ||0 ||0 ||0 ||0
|-
|- align=center
|3 ||1 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
|3 ||1 ||2 ||1* ||1 ||1* ||1 ||1* ||0 ||0
|-
|- align=center
|4 ||2 ||2 ||1 ||2 ||1 ||1 ||1* ||1 ||1*
|4 ||2 ||2 ||1 ||2 ||1 ||1 ||1* ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|5 ||3 ||3 ||1 ||3 ||1 ||2 ||1 ||1 ||1*
|5 ||3 ||3 ||1 ||3 ||1 ||2 ||1 ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|6 ||4 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||1*
|6 ||4 ||4 ||2 ||3 ||2 ||2 ||1 ||1 ||1*
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|7 ||5 ||5 ||3 ||4 ||2 ||2 ||1 ||1 ||1
|7 ||5 ||5 ||3 ||4 ||2 ||2 ||1 ||1 ||1
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|8 ||6 ||5 ||4 ||4 ||3 ||3 ||2 ||2 ||1
|8 ||6 ||5 ||4 ||4 ||3 ||3 ||2 ||2 ||1
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|9 ||7 ||6 ||4 ||5 ||4 ||3 ||2 ||2 ||1
|9 ||7 ||6 ||4 ||5 ||4 ||3 ||2 ||2 ||1
|-
|- align=center
|11 ||9 ||7 ||5 ||6 ||4 ||4 ||3 ||2 ||1
|11 ||9 ||7 ||5 ||6 ||4 ||4 ||3 ||2 ||1
|-
|- align=center
|12 ||10 ||7 ||6 ||6 ||5 ||4 ||3 ||3 ||2
|12 ||10 ||7 ||6 ||6 ||5 ||4 ||3 ||3 ||2
|-
|- align=center
|13 ||11 ||8 ||6 ||7 ||5 ||5 ||3 ||3 ||2
|13 ||11 ||8 ||6 ||7 ||5 ||5 ||3 ||3 ||2
|-
|- align=center
|14 ||12 ||9 ||7 ||7 ||6 ||5 ||4 ||3 ||2
|14 ||12 ||9 ||7 ||7 ||6 ||5 ||4 ||3 ||2
|-
|- align=center
|15 ||13 ||10 ||8 ||8 ||7 ||5 ||4 ||3 ||2
|15 ||13 ||10 ||8 ||8 ||7 ||5 ||4 ||3 ||2
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|16 ||14 ||10 ||9 ||9 ||7 ||6 ||5 ||4 ||3
|16 ||14 ||10 ||9 ||9 ||7 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|17 ||15 ||11 ||9 ||9 ||8 ||6 ||5 ||4 ||3
|17 ||15 ||11 ||9 ||9 ||8 ||6 ||5 ||4 ||3
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|18 ||16 ||12 ||10 ||10 ||9 ||7 ||6 ||4 ||3
|18 ||16 ||12 ||10 ||10 ||9 ||7 ||6 ||4 ||3
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|19 ||17 ||12 ||11 ||11 ||9 ||7 ||6 ||4 ||4
|19 ||17 ||12 ||11 ||11 ||9 ||7 ||6 ||4 ||4
|- align=center style="background:#e8e8e8"
|- style="background:#e8e8e8"
|20 ||18 ||13 ||11 ||11 ||10 ||8 ||6 ||5 ||4
|20 ||18 ||13 ||11 ||11 ||10 ||8 ||6 ||5 ||4
|}
|}
|}

<br style="clear:both;">
{{clear}}


==Damage Padding==
==Damage Padding==
Will directly reduce the blood loss 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). For example, if a particular attack would deal 25 damage against someone wearing heavily damage padded armor (with 10 points of padding), the attack would instead deal 15 points of damage.


'''Damage padding''' directly reduces the health point loss inflicted, but will not reduce the critical rank of the original attack. For example, if a particular attack would deal 20 HP damage and a wound from the critical, then against someone wearing armor with 6 damage padding CER ("somewhat padded") the attack would instead deal 14 HP, but the wound and critical rank would remain the same.
==Randomization: Critical & Damage Padding==
The amount of padding points applied to a successful attack may be randomized (note that this is distinct from [[critical randomization]]). For critical or damage padded armor up to somewhat padded, the amount of padding applied is fixed. That is, any armor with 6 points or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding points applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was [[Changes to padding and damage weighting (saved posts)#Changes to Padding and Damage Weighting (1)|announced by GM Warden]] in early 2008.


==Randomization==
==Armor Accessories==
The amount of padding CEP applied to a successful attack may be randomized (note that this is distinct from [[critical randomization]]). For critical or damage padded armor up to "somewhat" padded, the amount of padding applied is fixed. That is, any armor with 6 CEP or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding CEP applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was [[Changes to padding and damage weighting (saved posts)#Changes to Padding and Damage Weighting (1)|announced by GM Warden]] in early 2008.

==Interactions==

===Redux===

If [[redux]] is active, then for the purposes of calculating max critical rank, critical padding is applied after weapon damage factor reduction. In the Max Critical Rank formula above, the Damage Factor should be reduced by the redux factor. For example, for a handaxe against chain armor, the usual DF is 0.240. If there is 50% redux then simply use 0.120 as the DF, the rest of the crit rank calculation proceeds the same.

Damage padding is applied to the end result after all redux effects.

===Armor Accessories===
Combining armor items with enhancements have various effects. Note that the effects only take place in the active area. i.e. Effects due to enhancement of armor remain unchanged with respect to the head, neck, torso, and arms when worn in conjunction with leg greaves that bare an enhancement.
Combining armor items with enhancements have various effects. Note that the effects only take place in the active area. i.e. Effects due to enhancement of armor remain unchanged with respect to the head, neck, torso, and arms when worn in conjunction with leg greaves that bare an enhancement.
:{| class="wikitable" width=90%
* '''Padding + Padding (Similar) :''' Armor accessories with padding types similar to the armor they cover result in the area having padding equal to the highest rank between the two. e.g. Masterfully critical padded leg greaves worn with heavily critical padded hauberk results in masterful critical padding of the legs.
! Padding + Padding (Similar)
* '''Padding + Padding (Dissimilar) :''' Armor accessories with padding types different from the armor they cover causes both types of padding to be halved in effectiveness. e.g. Heavily critical padded leg greaves combined with heavily damage padded hauberk results in somewhat critical and somewhat damage padding of the legs.
* '''Padding + Spikes/Flares :''' Armor accessories with flares combines with critical or damage padded armor results in the padding being halved in that coverage area. e.g. Fire flaring leg greaves combined with heavily damage padded hauberk results in somewhat damage padding of the legs with the appropriate flaring effects.
|Armor accessories with padding types similar to the armor they cover result in the area having padding equal to the highest rank between the two. e.g. Masterfully critical padded leg greaves worn with heavily critical padded hauberk results in masterful critical padding of the legs.
|-
* '''Padding + Enhancement :''' For these purposes, enhancement refers to resistance to specific damage types, an active bless, or [[TD]] enhancement. Armor accessories with such enhancements cause padding of the base armor to be halved in effectiveness. e.g. Heavily critical padded hauberk worn with blessed leg greaves results in somewhat critical padding of the legs.
! Padding + Padding (Dissimilar)
* '''Padding + Stat/Skill Enhancement : ''' Armor accessories that are only skill or stat enhancives will retain the padding of the main armor. e.g. Heavily critical padded double leather with +2 strength arm greaves will retain heavily crit padding in that area.
| Armor accessories with padding types different from the armor they cover causes both types of padding to be halved in effectiveness. e.g. Heavily critical padded leg greaves combined with heavily damage padded hauberk results in somewhat critical and somewhat damage padding of the legs.
|-
! Padding + Spikes/Flares
| Armor accessories with flares combines with critical or damage padded armor results in the padding being halved in that coverage area. e.g. Fire flaring leg greaves combined with heavily damage padded hauberk results in somewhat damage padding of the legs with the appropriate flaring effects.
|-
! style="white-space:nowrap"|Padding + Enhancement
| For these purposes, enhancement refers to resistance to specific damage types, an active bless, or [[TD]] enhancement. Armor accessories with such enhancements cause padding of the base armor to be halved in effectiveness. e.g. Heavily critical padded hauberk worn with blessed leg greaves results in somewhat critical padding of the legs.
|-
! Padding + Stat/Skill Enhancement
| Armor accessories that are only skill or stat enhancives will retain the padding of the main armor. e.g. Heavily critical padded double leather with +2 strength arm greaves will retain heavily crit padding in that area.
|}

===Flares===


Temporary [[flare]]s applied to an item (such as [[Consecrate (1604)]] plasma flares) have reduced strength if the item has padding. If the padding is 10 points or more, temporary flares will not take effect. This restriction only applies for ''temporary'' flares; permanent flares are not reduced.
==Service Model==


===Spells and Abilities===
The services model, added in August of 2017, allows weighting/padding/sighting to be offered more commonly at events, and even through automated NPCs. W/P/S offerings will be at most events, big or small, free or otherwise. Wandering merchants may also offer the service on occasion. While it debuted at Duskruin as a bloodscrip service, it will be offered for silvers at most other venues. The system is built to replace the randomness of limited raffle wins and reward consistent progression.
Padding from spells and abilities are applied additively to any existing padding on armor. This includes [[Mage Armor (520)]] and the Sigils of Minor/Major Protection of the [[Guardians of Sunfist]]. For example, if a character is wearing armor with 10 CEP ("heavily padded") and uses Sigil of Major Protection for 10 additional CEP, they would have 20 padding CEP for the duration of the sigil (equivalent to "masterfully padded").


[[Empath]]s receive a base of heavy critical padding (10 combat effective points) for 30 seconds through [[Regeneration (1150)]].
A 60 day Service Window is started at the first W/P/S on an item. Every W/P/S service done to that item within that 60 days will increase the Service Count within that window. Items will become more expensive to work on as the Service Count increases. Prices increases happen at Service Counts of 5, 10, and 15, with significant prices increases starting at 20+. On the first service after 60 day Service Window ends, the Service Window and Service Counts are reset. Prices for low service counts will be accessible to most players, while those with deep pockets willing to pay more to push into higher service counts can make improvements faster.


[[Elemental Barrier (430)]] can provide padding through lore benefits. {{#section:Elemental Lore, Earth|430}}
Base item pricing will be determined based on the other attributes of the item, including (but not limited to) enchant, flares, resistances, scripts, etc. The price of a single service of W/P/S is consistent no matter how much of that W/P/S type is on the item, but there is a surcharge for other types of W/P/S on the same item.


{{WPS merchant service}}
==Other Padding Sources==


=== Premium Point Padding ===
Temporary damage padding is also available through the [[Adventurer's Guild#Treasure|Adventurer's Guild]]. Adventurers can have either somewhat or heavy damage padding added to their armor that will last for 50 hits.


Heavy Padding (only) is available through the [[Premium Point]] system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points. The premium point benefit is not additive; it will simply take an item to 150 services, or 10 CER.
[[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.


=== Adventurer's Guild ===
Heavy Padding (only) is available through the [[Premium Point]] system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points.


Temporary damage padding (50 hits) can be obtained through the [[Adventurer's Guild]] using [[bounty point]]s. {{boldmono|ORDER 16 }}at any guild Treasure Master to get a price quote for Somewhat or Heavy, as prices vary based on an armor's item properties.
[[Wizard]]s receive a base of somewhat crit padding (5 points) through [[Mage Armor (520)]]. Non-native users of the spell receive light crit padding that cannot be improved.
{{clear}}


==Resources==
==Resources==
*[[/saved posts|Saved posts]]
* [[Item supercharger]]
*[[WPS smithy]]
* [[/saved posts|Saved posts]]
*[[Item supercharger]]
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]
[[Category:Combat Mechanics]]
[[Category:Combat Mechanics]]

Revision as of 16:55, 29 June 2018

Padding
Combat Effectiveness Rating Table
Rating Name
-16+ Substantially diminished
-15 to -11 Noticeably diminished
-10 to -6 Somewhat diminished
-5 to -1 Slightly diminished
No Padding (baseline)
1 - 2 Lightly
3 - 4 Fairly
5 - 6 Somewhat
7 - 8 Decently
9 - 10 Heavily
11 - 13 Very heavily
14 - 15 Exceptionally
16 - 20 Masterfully
21 - 25 Superbly
26 - 30 Expertly
31 - 35 Phenomenally
36 - 40 Fantastically
41 - 45 Incredibly
46 - 50 Wondrously

Padding is a rare defensive property, typically found on armor, that provides greater-than-normal protection from critical hits (known as "critical padding") or health point loss (known as "damage padding"). The level of padding is represented as a number (usually from 0 to 50), known as combat effective points (CEP), which collectively make up an item's combat effectiveness rating (CER) (CEP and CER can be used interchangeably). Skilled warriors can ASSESS an item to get the full details of its CER and number of merchant services applied. The relationship between combat effective points and assessed estimates is shown on the table to the right. For example, an item that assesses as "heavily padded against critical blows" has 9-10 points of critical padding. The worded description provides an in character way to describe the padding.

Spells and abilities can also provide temporary padding while they are in effect.

This property is typically not found on off-the-shelf armors from town shops, but may be available in varying levels from special merchants, or box-found on armor from the treasure system.

As of the August 2017 update, padding has been changed to a Category C item property and can coexist with all other properties, including both critical and damage padding on the same item.

Critical Padding

Critical padding reduces the critical severity of a successful attack by subtracting a phantom amount (up to the number of combat effective points, subject to possible randomization if the padding is greater than 6 CEP) from the raw HP damage before resolving the critical rank. Critical padding cannot reduce a critical that would have been rank 1 or higher to a rank 0. Characters have natural critical padding derived from CON bonus, but the exact formula is not known.

For attack rolls (Attack Strength vs. Defensive Strength), to calculate the maximum critical rank generated by a given endroll it is necessary to know the Damage Factor of the weapon vs the armor (reduced by a factor if redux is active), the critical divisor of the armor, and the number of combat effective points the armor has. If the attacker's weapon has critical weighting, its weighting CEP are added to the phantom damage. The general formula for determining the maximum critical rank is:

Max Critical Rank = Truncate[((Endroll - 100) * Damage Factor - Randomize(Padding CEP) + Weapon Weighting CEP) / Critical Divisor]

where Randomize(Padding CEP) = Padding CEP exactly if Padding CEP ≤ 6, otherwise it is a random number in the range [6, Padding CEP] with an unknown distribution.

(Note: Critical weighting is not randomized and always adds a fixed amount of weighting CEP.)

After computing the max critical rank, the actual critical rank of the attack result may be reduced by critical randomization (separately from the randomization of padding level).

Critical damage taken from other sources than attack rolls (such as from flares or maneuvers) is also reduced in many cases, but the exact formulas and conditions where it is applicable are not known.

Sample Calculations

The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 CEP of critical padding:

  • Handaxe vs. Brigandine : ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈ Rank 3 critical
  • Handaxe vs. HCP Brigandine : ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈ Rank 2 critical
  • Handaxe vs. Hauberk : ( (200 - 100) * 0.240 - 0 + 0 ) / 9 = 2.67 ≈ Rank 2 critical

Critical Rank Table

The table below shows how the critical ranks from a handaxe and maul with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 CEP of padding. Where noted (*) the padding is sufficient to reduce the critical rank to 0 if it wasn't otherwise restricted to a minimum of rank 1.

(Note: These tables assume no active redux. If redux is active then the endroll margins required to achieve the same results should be multiplied by 1/(1 - redux_factor).)

Endroll Handaxe
Cloth Leather Scale 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 1* 1 1* 0 0 0 0 0 0
130 2 1* 1 1* 1 1* 0 0 0 0
140 3 1 2 1* 1 1* 1 1* 0 0
150 4 2 2 1* 1 1* 1 1* 0 0
160 5 3 3 1 2 1* 1 1* 1 1*
170 5 3 3 1 2 1 1 1* 1 1*
180 6 4 4 2 3 1 2 1 1 1*
190 7 5 4 2 3 2 2 1 1 1*
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
Maul
Cloth Leather Scale Chain Plate
Norm. HCP Norm. HCP Norm. HCP Norm. HCP Norm. HCP
0 0 0 0 0 0 0 0 0 0
1 1* 0 0 0 0 0 0 0 0
2 1* 1 1* 1 1* 0 0 0 0
3 1 2 1* 1 1* 1 1* 0 0
4 2 2 1 2 1 1 1* 1 1*
5 3 3 1 3 1 2 1 1 1*
6 4 4 2 3 2 2 1 1 1*
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

Damage Padding

Damage padding directly reduces the health point loss inflicted, but will not reduce the critical rank of the original attack. For example, if a particular attack would deal 20 HP damage and a wound from the critical, then against someone wearing armor with 6 damage padding CER ("somewhat padded") the attack would instead deal 14 HP, but the wound and critical rank would remain the same.

Randomization

The amount of padding CEP applied to a successful attack may be randomized (note that this is distinct from critical randomization). For critical or damage padded armor up to "somewhat" padded, the amount of padding applied is fixed. That is, any armor with 6 CEP or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding CEP applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was announced by GM Warden in early 2008.

Interactions

Redux

If redux is active, then for the purposes of calculating max critical rank, critical padding is applied after weapon damage factor reduction. In the Max Critical Rank formula above, the Damage Factor should be reduced by the redux factor. For example, for a handaxe against chain armor, the usual DF is 0.240. If there is 50% redux then simply use 0.120 as the DF, the rest of the crit rank calculation proceeds the same.

Damage padding is applied to the end result after all redux effects.

Armor Accessories

Combining armor items with enhancements have various effects. Note that the effects only take place in the active area. i.e. Effects due to enhancement of armor remain unchanged with respect to the head, neck, torso, and arms when worn in conjunction with leg greaves that bare an enhancement.

Padding + Padding (Similar) Armor accessories with padding types similar to the armor they cover result in the area having padding equal to the highest rank between the two. e.g. Masterfully critical padded leg greaves worn with heavily critical padded hauberk results in masterful critical padding of the legs.
Padding + Padding (Dissimilar) Armor accessories with padding types different from the armor they cover causes both types of padding to be halved in effectiveness. e.g. Heavily critical padded leg greaves combined with heavily damage padded hauberk results in somewhat critical and somewhat damage padding of the legs.
Padding + Spikes/Flares Armor accessories with flares combines with critical or damage padded armor results in the padding being halved in that coverage area. e.g. Fire flaring leg greaves combined with heavily damage padded hauberk results in somewhat damage padding of the legs with the appropriate flaring effects.
Padding + Enhancement For these purposes, enhancement refers to resistance to specific damage types, an active bless, or TD enhancement. Armor accessories with such enhancements cause padding of the base armor to be halved in effectiveness. e.g. Heavily critical padded hauberk worn with blessed leg greaves results in somewhat critical padding of the legs.
Padding + Stat/Skill Enhancement Armor accessories that are only skill or stat enhancives will retain the padding of the main armor. e.g. Heavily critical padded double leather with +2 strength arm greaves will retain heavily crit padding in that area.

Flares

Temporary flares applied to an item (such as Consecrate (1604) plasma flares) have reduced strength if the item has padding. If the padding is 10 points or more, temporary flares will not take effect. This restriction only applies for temporary flares; permanent flares are not reduced.

Spells and Abilities

Padding from spells and abilities are applied additively to any existing padding on armor. This includes Mage Armor (520) and the Sigils of Minor/Major Protection of the Guardians of Sunfist. For example, if a character is wearing armor with 10 CEP ("heavily padded") and uses Sigil of Major Protection for 10 additional CEP, they would have 20 padding CEP for the duration of the sigil (equivalent to "masterfully padded").

Empaths receive a base of heavy critical padding (10 combat effective points) for 30 seconds through Regeneration (1150).

Elemental Barrier (430) can provide padding through lore benefits. Training in Earth Lore provides a percentage chance equal to the seed 10 summation of ranks trained to gain +10 combat effective points of critical padding for any single attack.


Merchant Services

Main article: WPS smithy
Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER)
vs. Total Services
CER Services
1 10
2 20
3 30
4 40
5 50
6 70
7 90
8 110
9 130
10 150
CER Services
11 180
12 210
13 240
14 270
15 300
16 340
17 380
18 420
19 460
20 500
CER Services
21 600
22 700
23 800
24 900
25 1000
26 1100
27 1200
28 1300
29 1400
30 1500
CER Services
31 1600
32 1700
33 1800
34 1900
35 2000
36 2100
37 2200
38 2300
39 2400
40 2500
CER Services
41 2700
42 2900
43 3100
44 3300
45 3500
46 3800
47 4100
48 4400
49 4700
50 5000

The merchant service to add combat effective points (CEP) will, in most cases, offer to increase the number of services on an item. The relationship between combat effective points and services is shown on the table to the right. Weighting (for melee weapons), padding (armor), and sighting (for ranged weapons) all share this table and are collectively known as W/P/S. The number of CEP on an item is also known as the combat effectiveness rating (CER).

For example, adding 20 services of critical padding to a non-padded item will give it a 2 CER. Adding 20 services to an item that already has 130 services (9 CER) will take it to a total of 150 services (10 CER).

If the number of services on an item fall within an intermediate CER, the item will provide a % chance equal to the progress towards the next CER to increase the combat effectiveness to the next value: an item with 145 services will have a 75% chance to confer a 10 CER (150 services) in combat instead of 9 (130 services). It is possible for an item to have both critical and damage padding or weighting, as applicable, and they can be added separately with a corresponding price surcharge. The total number of services per item is still capped at 5000.

Service Windows

When a W/P/S merchant service is offered, the price (silvers or event currency) of adding services increases as more services are added within the same Service Window, which is set as six two-month periods (Jan/Feb, Mar/Apr, May/Jun, Jul/Aug, Sep/Oct, Nov/Dec) spanning a calendar year. This Service Window is tracked per item across all merchants and venues. Cost per service only increases with the number of services added within this window, not the total number of existing services on an item.

Every W/P/S service done an item within a two-month service window (as specified above) will increase the Service Count within that window. Items will become more expensive to work on as the Service Count increases. Price increases happen at Service Counts of 5, 10, and 15, with significant price increases starting at 20+. On the first service after a Service Window ends, the Service Count is reset.

Service Pricing

W/P/S service pricing is dependent on the other mechanical attributes of the item other than the one being serviced. Each attribute is assigned a point value that is summed to determine the total gear points for the item.

Weighting/Padding/Sighting (W/P/S) Gear Point Values
Property Point Value
Enchant 1 per AS/DS
TD/Offensive Bonus (armor) 1 per TD/AS
Defender (weapon) .5 per DS
Flares 7 (Includes Grapple/Knockout)
Sanctified 3
Spikes 1
Permabless/Undead Bane 12(weapon), 7(armor)
Resistance 1 per 10% Combined Resistance
Ensorcell 3 * Tier
Enhancive Dependent on value (min 1, max 20)
Script (Combat) (see here for specifics) Dependent script impact (min 0, max 20)

Silvers price is then calculated for each gear point, with higher gear points costing more per point.

Price per Gear Point
Gear Value Price (silvers)
1 - 20 1750
21 - 35 3250
36 - 50 5000
51 - 60 6500
61- 70 8000
71+ 10000

A few item properties are not calculated in the above manner and instead are added on after the value above is determined.

Additional types of W/P/S:
500 silver * Number of Services of types other than the type currently being serviced.
Creature Bane:
Bane Bonus Price (silvers)
Flares 15000
Weighting/Padding 5000 per point
AS/DS 5000 per AS
Evade/Block/Parry 5000 per % increase

Finally, The value is multiplied by the Service Count multiplier and any service type multiplier.

Service Count Multiplier
Service Count Price Multiplier
1-5 none
6-10 125%
11-15 300%
16-20 350%
21+ 500% + (300% for every service over 21)

Service Type Multipliers

  • Critical Weighting/Padding carries a 10% increase on the final price.

Currencies

  • All calculations use a base price of silvers, then are converted to alternate currencies at an exchange rate.

Cost Minimums

  • GM Merchant Offerings - 10,000 silvers for damage/sighting or 11,000 silvers for critical. Requires 6 gear points or higher to go above minimum.
  • WPS Wandering Wagon - 75,000 silvers for damage/sighting or 82,500 silvers for critical. Requires 33 gear points or higher to go above minimum.
  • Please see conversion rates below for other currency offerings when offered.

Conversion Rate
The conversion rate varies from event to event.

  • Bloodscrip - At Duskruin 2018 the conversion rate was 750 silvers per bloodscrip*


Premium Point Padding

Heavy Padding (only) is available through the Premium Point system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points. The premium point benefit is not additive; it will simply take an item to 150 services, or 10 CER.

Adventurer's Guild

Temporary damage padding (50 hits) can be obtained through the Adventurer's Guild using bounty points. ORDER 16 at any guild Treasure Master to get a price quote for Somewhat or Heavy, as prices vary based on an armor's item properties.

Resources