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 Post subject: Armor Types and Facts
PostPosted: Sat Feb 25, 2006 6:04 pm 
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Quick down and dirty guide to "armors" of SRO.

There are 3 "armor types" in the game. Armor is the name of the heaviest type. It offers the most physical defense and the least magical defense.

Protector, also known as leather, offers less protection then Armor in terms of physical defense but more magical defense. It is also lighter armor so can gain a light bonus if you wear all Protector pieces. You can mix and match Protector pieces with Armor pieces but I wouldn't recommend it. Go with one or the other. The bonus you get from wearing all protector is a 10% run speed increase and a reduction of 10% of the mana cost of all your skills and spells. So if a skill would normally take 20 mana points to use it instead takes 18 mana points. Remember ALL pieces must be Protector to make use of this bonus and you must have all slots that are available to wear "armor" filled. If you are missing your helmet piece then you do not get the bonus even if you have Protector on every other spot.

Garments can not be worn with any other piece of armor. It can not be mixed and matched with the other "armor types." It offers the least physical resistance and the most magical resistance. It is also much lighter and thus gives a bigger bonus when all "armor slots" on your character are filled with Garments. The bonus is a 20% run speed increase and a 20% mana reduction when using skills so a skill that takes 20 mana points will instead take 16.

Personally, I recommend every one start off with Garments until level 20. The difference you see in the physical resistance between the different "armor types" is negligible. The difference you see in the mana potions or downtime you have is immense, especially when you are low level and strapped for cash. That 20% mana reduction bonus from Garments will make a bigger difference in your leveling speed from lack of downtime and cut down on your mana potions that you'll need to use.

Now the armor sets come in 3 tiers just like weapons. I'll explain using weapons because it's easier to see since you only have one weapon slot but 6 armor slots. Take a Bronz Bow for example. This is a level 8 bow as sold by the blacksmith in Jangan. The next level bow sold by the blacksmith is an Iron Bow for use by level 16. Does this mean you are stuck using a Bronz Bow from level 8 through 15? No. There are multiple tiers to the Bronz Bow but the other two tiers are dropped by monsters and not sold in shops. The other two tiers of a Bronz Bow are Hunter Bronz Bow which is level 10 and Archer Bronz Bow which is level 13. This gives players 2 stepping stones on the way to 16. Iron Bow has the same steps. Level 16 is sold by the shops, but level 18 and 21 is dropped.

Armor sets follow the same pattern as weapons in that they have tiers but since there is 6 armor slots: chest, legs, head, hands, shoulder, and feet; each slot is not the same level. Let us take Small Linen Garments for example. This is roughly the level 8 armor sold by the NPC shop vendor. However, not all slots are level 8. They are in the following increments: Small Linen Gloves are level 8, Small Linen Shoulders are level 9, Small Linen Feet are level 10, Small Linen hats or crowns (depending on if you want to see your head or not because you get a choice of which style headwear to use) is level 11, Small Linen Legs are 12, and Small Linen Chestpieces are 13.

Just like weapons there are also difference tiers of armor sets. For Linen for example it starts with Small Linen as sold by shops. The next tier is Half Linen, and the last tier is Complete Linen. Usually by the time you are wearing the Small Linen Chest piece you are wearing a few pieces of Half Linen on the lower level armor slots like the hands and shoulders. By the time you are wearing a Complete Linen Chest piece you can equip the starting tier of the next higher armor set which is Sungyon Silk for the hands, shoulders, and feet.


That's the basics of armor for SRO in a nut shell. The more complex task is looking at the stats of each armor item you want to wear and deteremining whether you are putting on something exceptional or something rather ordinary. There are many things to look at. The biggest in my opinion and the least though of stat is the Parry rate. Each piece of armor in SRO has a parry rate listed on it. The higher armor sets have higher rates. What parry does in SRO is not like the parry rates of other games. It does not stop incoming attacks. Instead, it deflects the damage range of an incoming attack.

At this point if you read the above sentance you might be wondering what the hell I'm talking about. Well lets have an example.... In this example we'll use two opponents, an Attacker and a Defender.

An Attacker is using a weapon with a physical damage range of 100-150. If the defender was wearing no armor at all and this was a rather static environment, the damage dealt would fall somewhere inbetween 100 and 150 for each attack made. The average damage would be 125 in a perfect world. If the defender is wearing armor that gives a physical resistance of say 50, then the damage recieved would be reduced by 50 points. This makes the damage range of the attacker now 50 to 100 with an average hit of 75. Still so far, this is pretty basic.

Now SRO throws us a curve ball by implementing is own special brand of Attacking Rating and Parry Ratio. These two numbers are compared for each attack made by the attacker and the defender. Based upon the comparison the average damage is "shifted" in one direction or another. Still using the above example, we'll add Attack Rating and Parry Ratio into the mix. If the Attacker has a rating of 100 and the defender has a parry of 100 then the average damage would remain 75. Now, if the defender had aparry skill of 150 compared to an attack rating of 100 then the average damage would slide down to 50 damage. This isn't getting rid of the damage range of the attacker. It is still 100 to 150 minus 50 armor so 50 to 100. Hits for 100 are still possible. However, when a hit is made, a random roll occurs. The roll is the "weight" of the difference between attack rating and parry ratio. If the roll is in favor of the defender, the damage that would normally occur is instead reduced but never exceeds the minimum. If the roll is in favor of the attacker the damage is increased but does not exceed the max damage. If the Parry Ratio is higher then that random roll is going to occur more often favorably for the defender. If the attack rating is higher, then it is going to occur more favorably for the attacker. Just think of a shifted bell curve from statistics.

The effect of having a higher parry ratio is rather astounding in the low levels when the physical resistance between Garments and Armor sets are very minimal. A full set of Small Linen Garments will have a physical resistance of around 24.7 if bought directly from the store. A full set of Infantry Bronz Armor of the same level will have a resistance of 30.1ish. That 5.4 points of damage reduction is not that much of a difference to out weigh the benefits of Garment armor at lower levels. At higher levels, the difference becomes great enough that for melee users, going with protector or armor will severly cut down on the damage recieved by physical sources.

All stats on items have a variance to them when you find one off a monster. So while the basic Small Linen Gloves that are level 8 as sold by the shop might have a physical resistance of 2.5 and a parry ratio of 5; those same gloves as dropped by a monster could have more or the same for either stat on that armor piece. More parry is a good thing :)

Now there are also other factors involved in the damage done during an attack. Stuff like physical balance versus magical balance based on the stats you chose will determine your weakness to either magical or physical damage. The physical reinforcement and magical reinforcement numbers on armor pieces I still have zero clue about. They don't seem to do anything so I've been largely ignoring those numbers up to now. You can test and see the effect of the other numbers very readily. I'm sure those numbers do something, and the higher the number the better I suppose but I can't tell you for sure what those percentages listed there mean.


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 Post subject:
PostPosted: Thu Mar 02, 2006 12:27 am 
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I like this a lot.

The only thing I dont see, you didn't list the bonuses and description for 'armor' armors.

And, I thought I heard that each armor also has penalties, as well as bonuses.

Any thoughts?

Suggest breaking the intro into three bold catagories. Armor, Protector, Garment.


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 Post subject:
PostPosted: Thu Mar 02, 2006 1:07 am 
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I thought "Armor" doesn't have a full set bonus? At least I hope not, because I've had at least 1 piece of Protector on the entire game :D


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 Post subject:
PostPosted: Thu Mar 02, 2006 2:01 am 
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There are no penalties. The ARMOR class of armor or what I like to call Heavy armor versus Leather or Robes is without a bonus. I listed the bonuses for the other two. Heavy Armor just doesn't get those.


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 Post subject:
PostPosted: Thu Mar 02, 2006 2:59 am 
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Which of the three is Effective to use during PK to use?


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 Post subject:
PostPosted: Thu Mar 02, 2006 4:25 am 
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It depends on who you are fighting. They are all effective in different ways.

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 Post subject:
PostPosted: Wed Mar 08, 2006 12:13 am 
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so for archers.. is it better to have white hawk for hitting ratio or have black hawk to do damage


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 Post subject:
PostPosted: Wed Mar 22, 2006 2:41 am 
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I think the reinforcement percentages relate to the +x from upgrading, as in how much the base numbers increase by.

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 Post subject: anyone know how the PHYSICAL and MAGICAL balance effect?
PostPosted: Sun Apr 09, 2006 12:22 pm 
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i'm wondering how it gives effects... anyone familiar with it?


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 Post subject:
PostPosted: Tue Apr 11, 2006 1:35 am 
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Physical Balance and Magical Balance, as far as i can tell, is simply a percentage based on your strength/intelligence and weapon/magic masties/skills. Meaning each point in intelligence gives you more magical balance and less physical balance. The same applies for skills and masteries, and the opposite occurs for strength and its related skills and masteries.

I see these numbers as a percentage of the power you have unlocked of an item. Lets say the game has the value for a beginner blade stored at 50-100 points of damage. Lets say the used has a Physical Balance of 50%. This is deceptive, however, because I don't think it is based as people think. At 50% it appears that the damage is at the base value of the weapon, so in our case 50-100. If the percentage falls to 25% physical balance, which is half of 50%, we are now dealing half damage of the base dmg.

However this is all assumed, but I think it may also be figured in differently. How i see it actually working, from actual in-game experience, is that there is a certain number added for each item and a base number. The base number remains constant, as does the other number, but the base number doesnt get touched by the physical balance. The bonus damage is (from my experience) applied to the percentage (50%=full bonus reduction, 100% = 0 reduction, 0% = 2x bonus reduction) and is then subtracted from the base damage of the weapon.

I cannot place base values for certain, and may eventually be able to, but for now lets assume that the beginner blade has 10-20 base damage, and that the bonus ammount is 5-10 (half the base). At 100% Physical balance, none of this will be subtracted from the 10-20, so it is dealing optimum damage for its level. At 0% physical balance it would deal 0-0 damage, which makes sense as we have no physical prowess at that point, why should we be able to harm enemies physically?

Why I say this is simply because it is what i see happening. On my Blader i have 92% Physical Balance and 34% Magical Balance. When wielding my level 18+5 sword i still manage to do some magical damage in excess (according to the character screen) because the ammount of magical damage is enough to take the hit of my low magical balance. However, if i equip a blade of similar level the magi damage actually goes lower than my physical damage. This suggests that the "Bonus Damage" remains constant for all items, and is applied separately in all cases. Why? The Blade had lower Magical damage and when the bonus was deducted (due to my magical balance being less than 50%) it went lower than the physical damage. The sword had enough Magical Damage added to its physical that it could take the 'hit' of my 'bonus' to magical damage and still come out positive.

This leads me to conclude that the balance percentages are applied as a bonus modifier to the base damage of an item. They will either cause more damage or less damage respective to a greater or lower than 50% balance. The numbers are unclear, but with some work I hope to crack the comples forumlae they use to solve for physical/magical damage and their percentage balances, as well as compile a list of the base damages of the weapon types. It is alot of work to be done, but someone has to do it. It might as wel be me.

*This rant courtessy of:

~Freedom-Fighta

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 Post subject:
PostPosted: Tue Apr 11, 2006 11:05 am 
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Freedom-Fighta wrote:
Physical Balance and Magical Balance, as far as i can tell, is simply a percentage based on your strength/intelligence and weapon/magic masties/skills. Meaning each point in intelligence gives you more magical balance and less physical balance. The same applies for skills and masteries, and the opposite occurs for strength and its related skills and masteries.


actually, if i take off my gear, i have 21 or 22 less STR(i love my equip), but my magical balance doesn't move at all. so one doesn't affect the other. the only thing that affects physical balance is STR, the only thing that affects magical is INT.

i think it's just the word 'balance' thrown in there that makes everybody think otherwise.


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 Post subject:
PostPosted: Wed Apr 12, 2006 2:42 am 
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I have full garment set and LVL 4 Grass, there I thougth I'd be faster than a horse (not yet I guess)

My guildmate has LVL 1 Grass walk and not even a full garment set(mixed)

Now, He was thief, and I changed to hunter :P, he ran I couldn't catch up to him! I got pissed...why didn't I go faster than him?

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 Post subject:
PostPosted: Wed Apr 12, 2006 2:47 am 
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nirva wrote:
My guildmate has LVL 1 Grass walk and not even a full garment set(mixed)


are you sure about this? i didn't thihnk you could mix garments with anything. i know you can mix armor/prot, but i thought garms were their own lil world.

but anyways, if you both were running in a straight line, you should have been able to catch him, period, with those skills, if you're wearing garms.


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 Post subject:
PostPosted: Wed Apr 12, 2006 3:19 am 
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Definantly am, Holyword Shelter, he had a mix of loyang and holyword shelter, running diagonal. Could the server affect me somehow?

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 Post subject:
PostPosted: Wed Apr 12, 2006 11:38 am 
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hmm, well, maybe it was caused by some lag-related issue, but it still seems weird to me.

but anyways, it doesn't have to be a full set of the same degree garms for the bonus, just has to be all garms. so loyang's and holyword shelters would still give him the boost.

and given that, the only diff between your speeds should have been about 9% for 3 levels of GW. but if both of you were running in the same direction without zigging and zagging involved, you still should have won.


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 Post subject:
PostPosted: Wed Apr 12, 2006 8:15 pm 
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Ahh ok, feel satisfied now that any type of garm gives the boost :P now he just beat me with the GW somehow, thanks for the info Geo 8)

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 Post subject:
PostPosted: Sun Apr 16, 2006 2:36 am 
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Hey I just have a simple newb question that I haven't seen an answer to

In your guide you reccommended garments until level 20. Which implies that it is possible to change your armor type from your initial character creation choice, correct?

Because I started off with garment and at level 5 or so (was still exploring) I tried to wear a protector chest and it said i couldn't for some reason i forgot :?:


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 Post subject:
PostPosted: Sun Apr 16, 2006 8:02 am 
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it's because you were still wearing some garments. you can't mix and match garments with others. so, basically, you need to find a whole set of protector(or armor). then take off ALL your garms, and put on the other stuff.


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 Post subject:
PostPosted: Thu Apr 27, 2006 9:05 pm 
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this helped thx

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PostPosted: Fri May 12, 2006 4:40 pm 
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OMFG, I just typed up a whole guide on this V.V

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 Post subject:
PostPosted: Tue Jul 25, 2006 1:25 pm 
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yeş


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 Post subject:
PostPosted: Tue Dec 05, 2006 12:41 am 
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this should be stickied

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 Post subject:
PostPosted: Mon Dec 18, 2006 10:02 pm 
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Great guide...

Still no ideas on the reinforce?


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