Armor

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Armor absorbs damage and protects the player's health. Armor comes in different types, different levels and different pieces. Like all equipment, armor pieces have rarity levels. In the case of armor, the bonus affects base absorption rate.

Contents

[edit] Damage reduction

Main article: Damage

Armor acts as an extra health bar, offering additional protection against enemy attacks. Prior to version 1.4 health was ineffective enough that armor completely dominated protection; this has now changed. Against non-armor piercing damage, armor absorbs as much of the damage as possible. If some armor remains, no damage is taken. If the armor is depleted by an attack, excess damage carries on to health and armor regen is disabled temporarily.

The maximum amount of damage armor can absorb depends on a variety of factors. Each piece of armor has a base value. This is can be increased by the rarity of the piece, up to +60% for prototype equipment, and reduced by the effective condition of the item. A higher than normal body attribute will also confer additional armor value.

During beta testing, armor had additional properties known as "max absorption" and "bleedthrough". Under this system, all attacks were potentially armor piercing. This system has since been removed, and there are no indications it will return.

[edit] Armor pieces

The name of each armor piece consists of three elements:

  1. Modifier name (optional)
  2. Armor set name
  3. Armor piece name

Examples:

  • Voltrox Motor Assist Armor Vest
  • Bio Armor Helmet (no modifier)

There used to be a fourth element, designating the model version. This has since been removed, but the different versions still have different icons and character models. For more details about modifiers, see the modifier article.

Every set of armor comes in 5 pieces: Helmet, Vest, Gloves, Legs and Boots. Each protects a different part of the body. It is possible to mix and match pieces from different sets (or no armor at all), but it is not possible to wear more than one piece covering the same body part.

[edit] Usage and acquisition

To equip a piece of armor, open your backpack and right-click any armor piece you want to equip. Alternatively, open your backpack and/or your footlocker simultanously with the attributes window (default key: [P]). You may now drag'n' drop any armor piece between the different windows.

Please note that you must meet the necessary requirements to wear a piece of armor, i.e. the required training and the required level. Armor pieces that you can't equip are marked with a red background.

In addition to as loot and mission rewards, "grey" quality armor of all types can be bought from armor vendors in the appropriate level zones.

Armor pieces are not bound to your character in any way. If you find a piece of armor is now obsolete due to a new piece, you can save this for another character/clone, you can give it to a friend, you can sell it, or you can dismantle it for materials at the Crafting Station.

[edit] Armor list

Every class up to tier 3 has its characteristic set of armor with an associated training:

Tier Class Armor Training Effect
1 Recruit Recruit Motor Assist Body Armor Motor Assist Body Armor Training: Motor Assist Body Armor Increases movement speed
2 Soldier Soldier Reflective Body Armor Reflective Body Armor Training: Reflective Body Armor Reflects incoming damage
Specialist Specialist Hazmat Body Armor Hazmat Body Armor Training: Hazmat Body Armor Increases various damage resistances
3 Commando Commando Graviton Body Armor Graviton Body Armor Training: Gravitron Body Armor Increases stun and knockback resistance; increases armor regen
Ranger Ranger Stealth Body Armor Stealth Body Armor Training: Stealth Body Armor Partial invisibility
Sapper Sapper Mech Body Armor Mech Body Armor Training: Mech Body Armor Increased squad power regeneration
Biotechnician Biotechnician Bio Body Armor Bio Body Armor Training: Bio Body Armor Increased health regeneration for the player and nearby allies


In addition to the effects of the training skill linked to the armor, each armor type has a set rating in absorption and recharge rate. The numerical values listed are total armor and total recharge with a full set of grey level 50 pieces.

Note that higher quality armor (e.g. prototype) does not increase the recharge rate, only the absorption value.

Armor Absorption Recharge rate Time for full recharge
Motor Assist Armor Motor Assist Armor Fair (15,000) Fair (500) 30s
Reflective Armor Reflective Armor Good (20,000) Good (750) 27s
Hazmat Armor Hazmat Armor Fair (15,000) Excellent (1000) 15s
Graviton Armor Graviton Armor Excellent (30,000) Fair (500) 60s
Stealth Armor Stealth Armor Good (20,000) Poor (250) 80s
Mech Armor Mech Armor Excellent (30,000) Poor (250) 120s
Bio Armor Bio Armor Good (20,000) Excellent (1000) 20s


The armor:recharge ratio (the same value as the total recharge time) remains constant at all levels, and for all pieces. A level 15 graviton armor vest (613 armor) thus has 10 per second armor recharge. Different pieces provide different amounts of the total armor (and recharge). These ratios also apply to item prices, see vendor for details.

Boots Gloves Helmet Legs Vest
15% 10% 20% 25% 30%


[edit] Vanity armor

Certain types of armor, typically those earned or given out during events, have no protection or bonuses, but are visually unique. See: Vanity armor

[edit] Useful Links

See also: Category:Armor

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