Armor Accessory & Padding Changes - REVISIONS
In response to player concerns, we have modified our previous changes to the padding system:
Padded partial armor has been restored to allow its padding to give 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 the previously announced system of averaging bonuses will continue to be used. 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.
Returning to the original examples given, here is how they would be affected by this revision:
Player is wearing "decently" damage padded light leather and no helm. He gets hit in the head. He would have an effective damage padding level of "decent". [The base padding level is that of the partial armor]
Player is wearing "decently" damage padded light leather and a "very heavily" damage padded helm. He gets hit in the head. He would have an effective damage padding level of "very heavy". [Only the best level of damage padding is applied]
Player is wearing "decently" damage padded light leather and a "heavily" crit padded helm. He gets hit in the head. He would have an effective damage padding level of "fair" and an effective crit padding level of "somewhat" ([decent + 0] / 2 = fair, [very heavy + 0] / 2 = somewhat). [No change]
Player is wearing "somewhat" damage padded half plate and no leg greaves. He gets hit in the legs. He would have an effective damage padding level of "somewhat" (full protection), as half plate fully covers the legs. [No change]
Player is wearing "somewhat" damage padded half plate and is wearing "very heavily" damage padded leg greaves. He gets hit in the legs. He would have an effective damage padding level of "very heavy". [Again, only the best level of one particular padding type is applied]
Player is wearing "somewhat" damage padded half plate and puts on unpadded leg greaves. He gets hit in the legs. He would have an effective damage padding level of "somewhat". [Again, best level of padding.]
Some additional examples:
Player is wearing unpadded chain hauberk and puts on "very heavily" critical padded leg greaves. He gets hit in the legs. He would have an effective critial padding level of "very heavy". [Again, best level of padding]
Player is wearing "very heavily" damage padded chain hauberk and puts on a blessed helm. He gets hit in the head. He would would have an effective damage padding level of "somewhat" ([very heavy + 0] / 2 = somewhat). [Combining padded armor with a specially enhanced accessory results in the padding level being averaged]
Changes to Padding and Damage Weighting (1)
For the above mentioned benefits, there is no longer any randomization for ratings up through "somewhat" padded/weighted on the ASSESS scale. For items with greater ASSESS ratings, there is some variance in their benefit, but they will never provide less benefit than "somewhat" padded/weighted on a given strike.
This results in an improvement for all damage weighted/padded items (most noticeable at the lower ratings). By and large, it also results in an improvement for all critical padded items (again, most noticeable at the lower ratings), though there are some conditions in which items with high padding ("exceptional" ASSESS rating or higher) will see a small decrease in benefit.
Critical weighting is handled differently than damage weighting and has not been changed with this implementation.
Changes to Padding and Damage Weighting (2)
There are two main approaches we use for applying criticals. For purposes of this post, I'll call anything that uses an AS/DS check "Combat Damage", and nearly everything else that applies criticals (your non-bolt spells, maneuver attacks, falling off a cliff and landing on your noggin, etc.) is "Direct Damage".
The benefits of critical padding against Combat Damage were either improved or essentially unchanged, except for the cases of moderate to high rank criticals vs exceptionally or higher rated padding, which saw a small reduction in benefit. I would imagine players with exceptionally or masterfully crit padded armor will not even be able tell there was a change in this regard.
The benefits of critical padding were improved against Direct Damage attacks for all critical padded armors.
Older Warden Post
Editor's note: This post is from before November 2009 (probably years before). The padding/weighting values have since been released.
I've added a few more thresholds to help you out. Everything from "masterful" down through "light" is unchanged from the convention that has been used for the past several years. Note that incredible has been moved up the list, to be, well, incredible.
In order of descending magnitude:
fantastic <-- standard claidhmores
heavy <--- standard katanas
The specific values associated with each threshold are not something we'll be releasing. Player estimates of current value correlations are based on player research.
<<a non-claidhmore weapon(meaning a weapon not NAMED a claidhmore) that has 40 points of weighting, would it read as "claidhmore" weighting, or "fantastic" weighting? >>
A non-claidhmore with critical weighting equivalent to a claidhmore would assess as fantastic.
<<How would armor be worse than average?>>
Any armor with negative padding would be worse than average, and it would actually cause the wearer to take extra damage or more lethal criticals (bummer!). There are some suits of armor in the game with negative damage padding. I'm not aware of any armor with negative critical padding, offhand, but it probably exists.