I'm messing around trying to learn about armor, damage, weapons, etc...

So I started playing around with adjusting the armor value for physical resist and noticed that when I set that on 5 pieces of armor to 30, I should see 150 physical armor but this isn't the case. It seems to be capping at 70.

I can't seem to find the location where this cap is being enforced.

So my question is, where is this being enforced? On my GM character, it see it going above 70 but not on my normal account.

On the flip side of this... I can see a difference when testing, even though the character sheet is still showing 70, when I set the armor values as follows:

(ten shots with a normal bow 110 str/dex/archery/tactics)
Armor 69 - AVG damage 17.5
Armor 150 - AVG damage 16.7
Armor 450 - AVG damage 15.7
 
Are you talking about armor or phyiscal resistance? because those are % based resistances
 
I've denoted what I'm talking about in the red box.
 

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Yes those are % based resistances.

Mobile.cs (needs recompile afterwards)
static int m_MaxPlayerResistance = 70;

or PlayerMobile.cs
public override int GetMaxResistance(ResistanceType type)
 
After the change the below line in Mobile.cs, I recompiled.

I changed this
static int m_MaxPlayerResistance = 70;
to this
static int m_MaxPlayerResistance = 3000;

and I'm still seeing 70 as the cap for physical.

Am I doing something wrong?

Here is what I'm changing in the armor file.
Code:
        public override int BasePhysicalResistance
        {
            get
            {
                return 90;
            }
        }
 
Did you recompile the server after changing that in the Mobile.cs?

Also like I said it is % based. 100% would mean that you do not get damage
 
Ok, I think I get it now lol thanks!!

So one more question since I have your undivided attention.

What does this mean on an armor item? And how is it used in combat?

Code:
        public override int ArmorBase
        {
            get
            {
                return 13;
            }
        }
 
That is for the eras from befor the %-based resistances. Back then it was only armor rating wich would help reduce the damage. (a better design in my opinion and should rather have extended to the other damage types imo)
 
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