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Clothes Math
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Cal




Joined: Aug 16, 2005
Messages: 316
Location: Los Angeles, CA
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Being half-asleep with a legal pad and being in the test server with your code analyzer open is never a good thing...

anyway, I've been looking at HCFrog's (more like stalking through tracker) and other's posts and trying to get some theory behind making outfits. I decided to try and generalize the most important buffs from clothes: resistances.

Let's start off with one statement: all resistances are made equal. As in, you're trying to cover all 4 bases as evenly as possible.

Also, the assumption is made that the enhanced Gloves/Shades used are of the same value as the other enhanced items in terms of resistances.




To begin, let's start with your 4 core pieces which can come Armored or Shielded.

You take 2 level 50 pieces of each type...

2 Level 50 Armored pieces = (36 Melee Resist and 36 Ranged Resist) * 2 = 72 Melee and 72 Ranged
2 Level 50 Shielded pieces = (36 Viral Resist and 36 Thrown Resist) * 2 = 72 Viral and 72 Thrown

To generalize:

1 Level 50 Shielded/Armor piece gives 72 points of resistance over 2 types (36 each).
4 Core pieces = 72 to all or 288 (72*4) points of Total Resistance.

You now have 3 slots open which can take Enhanced items, we'll ignore the extra buffs that come along with Enhanced (3 Resist) items (although they are quite nice). Also, I'm not sure if these actual combinations exist (as my Level 50-req Enhanced collection is very limited), but let's continue.

1 Level 50 Enhanced Hat = 33 Melee/Ranged/Viral
+ 1 Level 50 Enhanced Gloves = 33 Ranged/Viral/Thrown
+ 1 Level 50 Enhanced Shades = 33 Melee/Viral/Thrown

= 66 Melee/Ranged/Thrown Resistance and 99 Viral Resistance

With minimal overlap:

1 Level 50 Enhanced (3 Resist) piece gives 99 points of resistnace over 3 types (33 each).
3 Enhanced pieces = 99 to one resistance and 66 to the other three, or 297 TR.

This simple, highly customizable (depending on Enhanced hats mainly) outfit grants:

138 Melee, Ranged and Thrown Resistance and
171 Viral Resistance

or 585 TR.

(Of course, the 171 resistance could be any of the four depending on which is present in all 3 pieces.)

Now, under ideal combinations, we are more efficient per piece with Enhanced (99 TR/piece) then with Shielded/Armored (72 TR/piece), and while less flexible also grants us the Enhanced pieces' other bonuses.




To take it to the extreme, let's create a set made of all Enhanced (3 Resist) pieces. This would give us:

99 TR/piece * 7 pieces = 693 TR

The math shows us ahead, let's place the resists into slots:

x. 33 Melee Ranged Viral Thrown (the non-present buff shown with a _)

1. 33 M R V _
2. 33 _ R V T
3. 33 M R _ T
4. 33 M _ V T

5. 33 M R _ T
6. 33 _ R V T
7. 33 M R V _

Since I did this on legal pad and all, for the ease of calculation, each buff is missing from one of the pieces in 1-4 so... ((4-1) * 33) = 99 to each resist.

In the last three, Ranged is present in all three, so it has 99 resists from the second set as well, and Melee/Viral/Thrown have 66 resists (as they're only found in two pieces, or 33*2).

99 * 2 = 198 Ranged Resistance
99 + 66 = 165 Melee/Viral/Thrown Resistance

198 + (165*3) = 693 TR




Ok, so the math looks good, but let's ground it with an analysis of what HCFrog said here:

HCFrog wrote:
For damage resistance it is different -- I don't know offhand how high you can get your resistances using just buffs, but the bulk will probably come from clothing. If you're a level 50 and you have top level resistance clothing, including some new glasses and gloves in upcoming patches, you can get two resistances to 216. Over 250 won't really do anything for you, as the max useful resistance is (level * 5). I would be interested to see how high a player could get all 4 resistances, with top level clothes, buffs, stats, and anything else they can think of SMILEY




Let's see if we can get to that 216 for Melee and Ranged Resistance.

4 Level 50 Armored pieces = 4 * 36 M/R = 144

216 - 144 = 72pts left

For the sake of simplicity let's make the 3 Enhanced pieces all Melee/Ranged/Thrown.

3 Level 50 Enhanced pieces = 3 * 33 M/R/T = 99

144 + 99 = 243

We're a little over the HCFrog's number but it does to go along with this post later on in the thread of getting resists near/over 240.




Ok... so everything seems to work. Let's head back to the first statement about resist equality. I wanted to get resists as high and as close together as possible.

Let's look at the averages for these theoretical kits:

4 Armored/Shielded + 3 Enhanced = 146.25 Average Resistance
7 Enhanced (3 Resist) = 173.25 Average Resistance

If you were to attempt to max two resistances out the Average Resistance would still be 146.25, but the your lowest resistance would only be 33 (from the above, you'd swap one M/R/T for an M/R/V).

Certain items can of course be substituted for pure Resistance with a couple of notable ones like Emma's Vengence or the Seraphim Shoes where the small Resistance loss (for not being Level 50 reqs) is far outweighed by their other benefits, then again these are obatined through the hardest Hideout and the final Pandora's Box SMILEY.

Still though, with the loss of Resistance info, how much of an effect does an average of 30 resistance make (especially considering the difficulty of balancing seven Enhanced items), without taking into account plugging it into your specific choice of attributes (which would further confuse things)?

Hopefully though, this post helped clarify how to look at one part of dressing in CR2.0...

maybe SMILEY.


Jacked Out

Joined: Aug 15, 2005
Messages: 945
Location: Good Ol' Germany ;)
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My. Head. Hurts. Again.

But thanks. SMILEY

>revolt_


Transcendent

Joined: Mar 10, 2006
Messages: 516
Location: ATL from NYC
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Thx Cal. I was so sad when you took a break for so long, now you're back with all the good info again.

 
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