Posted by 🌟 Allister at Sat, 26 Nov 2016 05:31:08 UTC

yeah greenpeace ^^ normally it should be rounded down (i think ;) )

BTW after testing the problem of any armor being wearable by anyone, i also noticed that the clamped factor seems not taken into account properly according to level then quality /condition : should be AF of the item according to item level => clamped by character level => modified by quality => modify by condition

it appears that the lvl 49 free leather (98 AF, 91%qual) gives me 60 AF on displayed effective armor (like capped AF for a 100% qual, 100% cond, AF 60, lvl 30 leather piece) => should display/use 54 (98 => 60 => *0.91*1=54.6)

even more bizarre ... plate displaying an effectiv AF of 82 on the same basis (98AF, 91% qual)...

might be some hints to follow here ?

Posted by 🌟 Greenpeace at Wed, 14 Sep 2016 10:01:04 UTC

Hm as far as i know daoc is rounding everything down :p For resis, stats and hastevalues i know for sure. Maybe some dev/gm can tell if AF is unique ?

Posted by 🌟 Allister at Tue, 13 Sep 2016 17:18:05 UTC

By the calculation my paladin has the right amount of overall AF with 102/99% at RR5 (i.e. lvl 51) = 680 (684 with AF conpensation of the 99% => it rounds up instead of down the 683,4 ?)

Overall AF cap = 10 * level * (1 + abs%/100) [thanks Glug Glug]

So the overall calc seems correct : did you take into account the weight value of each piece ?

http://talsyra.tripod.com/daocmechanics/af_mechanics.html

torso: overall AF weighting factor = 220%
legs: overall AF weighting factor = 130%
arms: overall AF weighting factor = 75%
head: overall AF weighting factor = 50%
hands: overall AF weighting factor = 25%
boots: overall AF weighting factor = 25%

Effective AF : clamped AF x quality% x [condition% + (absorb% x quality%)]

Real AF = Listed AF * Quality * Weighting Factor * Level Penalty

Not sure if the last part is taken into account in uthgard (to check and test)

blue or lower: level penalty = 100%
yellow: level penalty = ~90-100%
orange: level penalty = ~80-90%
red: level penalty = ~75-80%
purple: level penalty = ~75% or lower

there seem to be more of a problem considering the ABS factor of armor (another post needed)

Posted by 🌟 Greenpeace at Fri, 09 Sep 2016 17:08:28 UTC

http://web.archive.org/web/20050206001256/http://daoc.nisrv.com/modules.php?name=Armor_EAF

✓ Posted by 🌟 Allister at Sun, 04 Sep 2016 12:15:18 UTC

There effectively seems to be a problem with AF and damage compensation (not sure if it is about about and Weapon skill comparison or armor Abs itself ...) and/or taking into account AF into penetration defense calc (really not sure about that, still looking for evidence and how to report that)

=> But concerning the AF cap, here is the formula from this source
https://web.archive.org/web/20041011163718/http://covenant.13th-floor.com/modules/xoopsfaq/index.php?cat_id=7#q14

which was reported here on september 2002
http://www.gamemecca.net/forums/showthread.php?25609-Interesting-DAoC-NFO

"AF CAP

As discussed in the Technical Guide to Armor, your maximum possible AF is (1 + abs)*(your level)*10. You can achieve this via an AF buff or by wearing a complete set of level 50 epic armor. For Midgard this AF cap for chain wearers is 635. Level 51 armors (attainable once you reach rr5) that are craftable allow you to reach an effective af of 647. For comparison, platemail wearers can reach a maximum of 683 "

=> Concerning the increase by piece, you must take into account the % of AF participation by piece

"HIT LOCATION BREAKDOWN

The chance to hit a specific area of the body is proportional to its size. These values are only really important in alchemy when deciding where to place your reverse procs. (Note these figures are estimates, I have no hard data).

Torso-- 44%
Legs-- 22%
Head-- 16%
Arms-- 12%
Gloves-- 3%
Boots-- 3% "

✓ Posted by ★ Disrupter at Sat, 11 Jun 2016 18:20:16 UTC

Is long as i played this game ..and since 2003 until now , efective armor on a piece of armor was always added to your total AF , here i ve put green con boots piece of item with 20 AF and it adds 5AF to my total..why is that? is not normal ! if ap iece shows XX AF thats what you should get, i ve played the game with a grey torso until i realised 50% of my AF comes from it , was barely killing a blue ..on live each piece of armor was giving same amount of AF to your total, this 225% Af given by your torso is wrong ..

✓ Posted by ☆ Naenae at Thu, 09 Jun 2016 05:22:04 UTC

Had npc lvl 5 boots 85% quality on my friar, with 9 effective armor. Swap in lvl 10 crafted with 21 effective armor, and ArmorFact stat goes up 2. Seems off.
http://camelotherald.wikia.com/wiki/Armor_Factor

✓ Posted by ★ Disrupter at Tue, 17 May 2016 23:25:47 UTC

i have checked it again and it respects roughly the Talsyra % for every piece , still i believe the over all AF given by all 6 parts is less then it should be .

Posted by ☆☆☆ Masq at Sat, 14 May 2016 16:58:19 UTC

either attributes page ArmorFact is wrong, or delve value for all armor is wrong.

Posted by ☆☆ Keselmah at Sat, 14 May 2016 14:48:47 UTC

It looks like the delve "effective armor" info is misstated for many pieces (presumably using the incorrect weight factor for each slot?), but overall AF is calculated correctly. http://talsyra.tripod.com/daocmechanics/af_mechanics.html

Posted by ☆ m4y at Sat, 14 May 2016 11:35:26 UTC

I cant confirm if this is working as intended but I can confirm that the AF factor that is currently implement isnt simply an addition of the Armor factors of each of the items equipped. On my level 10 skald, my armor factor was less than the sum of each of the pieces.