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== Clothing vs Armor == | == Clothing vs Armor == | ||
− | There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[ | + | There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Clothing Layers]] allow. |
Clothing usually: | Clothing usually: | ||
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== Protection == | == Protection == | ||
− | Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a | + | Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage. |
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%. | There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%. | ||
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|- style="text-align:left;" | |- style="text-align:left;" | ||
! [[Injury#Sharp|Sharp]] | ! [[Injury#Sharp|Sharp]] | ||
− | | Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause | + | | Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some protection against sharp damage. |
|- style="text-align:left;" | |- style="text-align:left;" | ||
! [[Injury#Blunt|Blunt]] | ! [[Injury#Blunt|Blunt]] | ||
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|} | |} | ||
</li><div> | </li><div> | ||
− | === Calculation === | + | ===Calculation=== |
− | + | The armor calculation is applied for each item of apparel the pawn is wearing that covers the targeted body part, from the outside in. Thus, if a pawn in only a [[duster]], [[flak vest]] and [[tribalwear]] was struck in the torso, it would: | |
− | + | # Calculate the effect of duster first as it is on the outer layer | |
+ | # If any residual damage remained it would calculate for the effect of the flak vest as it is on the middle layer, | ||
+ | # If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer, | ||
+ | # Finally if any residual damage still remained, it would then be applied to the pawn. | ||
+ | Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as neither the vest nor tribalwear cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part. Alternatively, if the pawn was wearing a item that occupies multiple layers, such as wearing [[Marine armor]] in place of the duster and flak vest, they are only calculated against on their outer-most layer, leaving the other layer(s) they occupy effectively unarmored. Thus in that example, a strike to the torso would calculate against the marine armor once, then the tribalwear, before any remaining damage being applied to the pawn. Armor that takes up multiple layers typically has higher armor values to make up for this, however, so they can often still be worthwhile, especially when armor penetration is accounted for. See the [[#Analysis|Analysis]] section below for details. | ||
− | + | In-game this is calculated as follows: | |
− | + | #The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating". '''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating. | |
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− | In-game | ||
− | #The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating". | ||
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− | '''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating. | ||
#The effective armor rating is then compared against a random number from 0 to 100: | #The effective armor rating is then compared against a random number from 0 to 100: | ||
#*If the random number is under half the armor rating, the damage deflects harmlessly. | #*If the random number is under half the armor rating, the damage deflects harmlessly. | ||
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#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage. | #If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage. | ||
− | ==== Sharp damage ==== | + | ====Sharp damage==== |
− | If the damage is Sharp and any layer halves the damage, then any | + | If the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage. |
− | '''Note:''' | + | '''Note:''' despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage. |
− | ==== Flame damage ==== | + | ====Flame damage==== |
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. | Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited. | ||
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns. | While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns. | ||
− | === Analysis === | + | ===Analysis=== |
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall. | Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall. | ||
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Apparel also takes damage when the pawn wearing it is on fire. Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel. | Apparel also takes damage when the pawn wearing it is on fire. Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel. | ||
− | All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day). This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way | + | All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day). This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. |
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage. | Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage. | ||
− | + | ==Insulation== | |
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− | == Insulation == | ||
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]] | [[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]] | ||
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures. By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld. | Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures. By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld. | ||
− | === Insulation from a single piece of apparel === | + | ===Insulation from a single piece of apparel=== |
Apparel can offer "'''Insulation - Cold'''", which protects from extremely cold temperatures, and "'''Insulation - Heat'''" which protects from extremely hot temperatures. | Apparel can offer "'''Insulation - Cold'''", which protects from extremely cold temperatures, and "'''Insulation - Heat'''" which protects from extremely hot temperatures. | ||
The amount of insulation a piece of apparel offers is equal to: | The amount of insulation a piece of apparel offers is equal to: | ||
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* '''Quality multiplier''': the [[quality]] of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison. | * '''Quality multiplier''': the [[quality]] of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison. | ||
− | === Total insulation for a pawn === | + | ===Total insulation for a pawn=== |
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]] | [[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]] | ||
The total insulation for a pawn is the sum of the insulation from each piece of apparel. A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''. | The total insulation for a pawn is the sum of the insulation from each piece of apparel. A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''. | ||
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So the new comfortable range is: '''-89°C to 27.6°C''' | So the new comfortable range is: '''-89°C to 27.6°C''' | ||
− | == Flammability == | + | ==Flammability== |
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material. | How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material. | ||
− | It | + | It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile. |
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+ | ==Damaged apparel== | ||
+ | Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage as armor. | ||
+ | |||
+ | A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition. | ||
+ | {| class="wikitable" style="width: 24em" | ||
+ | ! HP !! Thought !! Debuff | ||
+ | |- | ||
+ | | 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3 | ||
+ | |- | ||
+ | | below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5 | ||
+ | |}<br/> | ||
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+ | Durability does not affect stats such as protection and insulation. | ||
− | == Quality | + | == Quality Effects == |
{{See also|Quality}} | {{See also|Quality}} | ||
{| {{STDT| left c_08}} | {| {{STDT| left c_08}} | ||
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|} | |} | ||
− | == Nudity == | + | ==Nudity== |
+ | {{Stub|section=1|reason=Does what a nudist consider nudity depend on the ideoligion's definition of nudity?}} | ||
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. | In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. | ||
− | Most colonists will receive a | + | Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. |
− | For Nudists the opposite is true - they receive a | + | For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed. |
− | With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts | + | With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. |
− | == Special | + | ==Special Values== |
Clothing can have very specific secondary values. The more common ones are: | Clothing can have very specific secondary values. The more common ones are: | ||
* Negative movement Speed. This is mostly seen with armor | * Negative movement Speed. This is mostly seen with armor | ||
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* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | * Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | ||
− | == Tainted | + | == Tainted Apparel == |
− | + | Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with [[Traits|Bloodlust]] do not seem to mind, however. | |
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{| class="wikitable" style="width: 14em" | {| class="wikitable" style="width: 14em" | ||
− | ! | + | ! Number of items !! Debuff |
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 1 || -3 | |
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|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 2 || -5 | |
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|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 3 || -7 | |
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|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 4+ || -8 | |
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|} | |} | ||
− | + | Disposal is usually the only option as traders do not buy them (as of 0.19). | |
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− | + | ==Disposal== | |
+ | Apparel can be destroyed using a [[crematorium]] or a [[campfire]]. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep. | ||
− | + | ==Materials== | |
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− | == Materials == | ||
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item. | A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item. | ||
− | === Armor | + | ===Armor Materials=== |
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.) | These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.) | ||
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}} | }} | ||
− | === Clothing | + | ===Clothing Materials=== |
See [[Textiles#Material Effects]]. | See [[Textiles#Material Effects]]. | ||
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Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here. | Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here. | ||
− | === Skin Layer === | + | === On Skin Layer === |
− | + | The skin layer combinations are consistent throughout the life of a colony as the early options are not replaced in the late game, and are worn under armor for the entire game. | |
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− | + | This layer is dominated by two options: [[Tribalwear]] or [[Button-down shirt]] + [[Pants]] | |
− | [[ | + | [[Tribalwear]] offers the best thermal insulation. Meanwhile, [[Button-down shirt]] + [[Pants]] in turn has better armor values and coverage. The advantages of the button-down combo are only relevant when protective textiles are used, as lower tier textiles will offer so little armor as to be outright ignored by enemy weapon AP and rendering the armor and coverage advantage moot. The [[T-shirt]] is an inferior version of the button down shirt and should be avoided as a t-shirt and pants offers identical coverage and worse stats and material cost than tribalwear of the same quality and material. The [[formal shirt]] {{RoyaltyIcon}} will replace the button-down for [[noble]]s {{RoyaltyIcon}} of a certain rank but there is little reason to do so otherwise. The [[eltex shirt]] {{RoyaltyIcon}} is similarly useful for [[psycast]]ers {{RoyaltyIcon}} but cannot be crafted and provides less protection - however, as noted the protection offered by shirts is fairly minor in most circumstances. |
=== Middle === | === Middle === | ||
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=== Head Layer === | === Head Layer === | ||
− | This layer | + | This layer is dominated by three options: hats (textile), masks (wood/metal), and helmets, and in that the hats are dominated by the [[Broadwrap]] {{IdeologyIcon}} and the [[Bowler hat]], with the masks dominated by the [[Visage mask]] {{IdeologyIcon}} |
− | + | The [[Broadwrap]] offers superior physical protection and the highest level of coverage of all headwear. The [[Bowler hat]] provides a 15% boost social impact. The [[Visage mask]] provides the highest sharp, blunt, and heat AP base modifier of 0.3 | |
− | + | Of note are both the masterwork and legendary wooden [[War mask]]. Both of which are highly protective with a bonus to maximum pain threshold. | |
− | + | Situationally, due to heat or cold, the [[Cowboy hat]] and the [[Tuque]] offer better temperature insulation, respectfully. | |
− | + | For slaves, if biome is very hot, the shadecone is preferred to the Cowboy hat, due to it not decreasing the slaves suppression. The slave collar, which increases suppression, technically occupies this layer, however it covers the neck only and thus has limited incompatibility. | |
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=== Outer === | === Outer === | ||
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'''Industrial - Mid''': | '''Industrial - Mid''': | ||
− | The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without | + | The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without compromising the movement speed of a pawn. |
'''Industrial - Late''': | '''Industrial - Late''': | ||
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'''Royal Psycaster {{RoyaltyIcon}}''': | '''Royal Psycaster {{RoyaltyIcon}}''': | ||
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest. | Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest. | ||
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== Version history == | == Version history == | ||
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system. | * [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system. | ||
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added. | * [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added. | ||
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* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating). | * Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating). | ||
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* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | * [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | ||
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[[Category:Gear]] | [[Category:Gear]] | ||
{{nav|clothing|wide}} | {{nav|clothing|wide}} |