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Similarly I guess the multiplier is relative to the base stats, so if I'm understanding this right the "MATERIAL_METAL_PLATE" and/or the "GEAR_MEDIUM" class have a base negative to athletics that goes away at masterworks level, and a base negative to stealth that not only does not go away completely, but the plated longboots have that 1.1 modifier to actually reduce it?
For example, the formula for the cut resistance runs like this:
(Level +/- Level Bonus) * (Class * Material+ Def Bonus) + (Material Bonus * Class) = Cut Resistance
Using your Plated Longboots as an example, and we'll use Standard quality, it'd go like this.
(40 - 10) * (0.9 * 0.75 + 0) + (10 * 0.9) = 29.25
Which in game is rounded down to 29% on the tooltip (though that .25 does still work for blocking damage)
I'll go over all the elements below.
Level is the quality level. In order of lowest to highest we have, 5, 20, 40, 60, 80, and 95. Which are Prototype, Shoddy, Standard, High, Specialist, and Masterwork respectively.
Level bonus is the value shown in the FCS, in this case -10, so we subtract that from the level. If it was a positive number we'd add it instead.
Class is simply purely hidden numbers, now way to see them beyond spending a while running numbers till you find the right one. For Cut Resistance the class numbers are 0.4, 0.8, 0.9, and 1. For Cloth, Light, Medium, and Heavy respectively.
Material is very similar to class, hidden numbers that simply must be acquired via testing. They are 0.1, 0.55, 0.6, and 0.75, for Cloth, Leather, Chain, and Plate respectively.
Then there is a material bonus. This is to ensure a minimum cut resistance for certain materials. These are 0, 0, 5, and 10. For Cloth, Leather, Chain, and Plate respectively. This is multiplied by the class value before being added.
Then finally the def bonus shown in the FCS. This number behaves where 1 acts as a +100%. So if you set a 0.5 in that value, it'll end up adding 50% more cut resistance to the final value. 0.3 would be +30%, -0.2 would be -20%, and so on.
Blunt resistance works exactly the same way, but with different numbers, and there is no material bonus. Class values for it would be 0.03, 0.21, 0.27, and 0.3. While material values are 1, 1.33333..., 1, and 2.
By Narko that was a lot more than I expected to type. XD
Hopefully it helps you understand the mechanics at play though. I'm 95% certain that all stat based formulas related to armour are functionally very similar or identical to this, they just have different numbers.
The game also makes heavy use of rounding in the tooltips. An example of this is the athletics penalty you see disappearing. It's not actually gone, it's just so close to no penalty that it rounds it up and makes it go away. But it's almost certainly still there, and if you had two character with identical athletics run side by side, the one with the boots on would almost certainly eventually lag behind the one without.
Let me know if you have any questions, I'll try to help wherever I can.
Great topic, FCS had got me scratching my head
I'm still having a trouble arising though:
I'm trying to make a shirt item, Cloth Class and Cloth material with specifically 80% blunt and cut resistance at Masterwork (yea, pretty broken but there's a reason for it
I followed the formulas and basically tried obtain 80% as a result for both blunt and cut:
(Level +/- Level Bonus) * (Class * Material+ Def Bonus) + (Material Bonus * Class)
For cut
(95 - 15) * (0.4 * 0.1 + 0.96) + (0 * 0.4) = 80
For blunt
(95 - 15) * (0.03 * 1 + 0.997) + (0 * 0.4) = 80
When I load or import the game though, it seems like the stats are capped at 64% for blunt and 72% for cut and I can't seem to be able to surpass that, no matter if I change the Level bonus or Defense bonus.
What's stranger is that I've also made a belt copy of the item and this does not seem to happen (the weirdness with this one is that weight turns into 3kg despite FCS saying 1).
I've also tried tweaking Class Type but the cap remains.
Any thoughts?
That multiplier also affects the cap oddly enough, so on shirts the max resistance is 72% for cut and 64% for blunt. Normally the cap is 90% and 80% respectively.
And since this post has been revived, I'll post the relevant calculators I've since made for this stuff. Just in case anyone wandering in from google finds this post and would like to see them.
Armour resistance:
https://docs.google.com/spreadsheets/d/1RUvoQmk-LuGlOKjzRq9Lxg1ZjICFYe5UQi_MlLeTqbY/edit?usp=sharing
Armour skill modifiers: https://docs.google.com/spreadsheets/d/1ffFYnA4ioC8opieuE9oOpnEpSj1py5T2ZYY0hseX0d4/edit?usp=sharing
Sounds like you've probably given them Cut and Blunt def bonuses. Those resistance numbers are the cap, and usually the only way to hit that is with those bonuses, or a level bonus.