Category:Armor Traits: Difference between revisions

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! Name !! Effect
! Name !! Effect
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| [[Quick Recovery (Armor Trait)|Quick Recovery]]|| Recover 0.4 seconds faster from [[Criticals#Knockout|KOs]] and [[Criticals#Knockdown|KDs]], and 10% faster from [[Criticals#Winded|winded]], [[suppression]] and [[Criticals#Disoriented|disoriented]]
| [[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]] || {{:Bonus Critical Resistance (Armor Trait)}}
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| [[Stone Wall (Armor Trait)|Stone Wall]]
| [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || {{:Bonus Rate of Fire (Armor Trait)}}
| +2 strength in rolls to avoid [[Criticals#Knockout|knockouts]]. [[Criticals#Knockback|Knockback]] only half the distance
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|[[Sprinter (Armor Trait)|Sprinter]]
| [[Bulky (Armor Trait)|Bulky]] || {{:Bulky (Armor Trait)}}
|Run faster. The lower current [[Action Points|AP]], the faster is the running speed (up to 25%)
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|[[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]]
| [[Confident (Armor Trait)|Confident]] || {{:Confident (Armor Trait)}}
|Every attack costs 5% '''less''' [[Action Points|AP]] to perform
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|[[Malus Rate of Fire (Armor Trait)|Malus Rate of Fire]]
| [[Courageous (Armor Trait)|Courageous]] || {{:Courageous (Armor Trait)}}
|Every attack costs 5% '''more''' [[Action Points|AP]] to perform
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|[[Psychopath (Armor Trait)|Psychopath]]
| [[Easier to Heal (Armor Trait)|Easier to Heal]] || {{:Easier to Heal (Armor Trait)}}
|Each time damage is inflicted to enemy, you receive AP cost reduction (1% per each each 5% of HP dmg inflicted, up to 20%)
Cost reduction bonus decays over 10 seconds
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|[[Confident (Armor Trait)|Confident]]
| [[Electrified (Armor Trait)|Electrified]] || {{:Electrified (Armor Trait)}}
| +2 [[Charisma|CH]] for [[suppression]] resist checks
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|[[Courageous (Armor Trait)|Courageous]]
| [[Faster Medic (Armor Trait)|Faster Medic]] || {{:Faster Medic (Armor Trait)}}
|100% [[suppression]] resistance
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|[[Faster Reload (Armor Trait)|Faster Reload]]
| [[Faster Reload (Armor Trait)|Faster Reload]] || {{:Faster Reload (Armor Trait)}}
| -10% [[Action Points|AP]] cost to reload
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|[[Plated Gloves (Armor Trait)|Plated Gloves]]
| [[Harder to Heal (Armor Trait)|Harder to Heal]] || {{:Harder to Heal (Armor Trait)}}
| +2 [[Endurance|EN]] against [[Criticals#Arms|arm cripple]] rolls
+2 [[Strength|ST]] against [[Criticals#Weapon Drop|weapon drop]] rolls
+10% [[Action Points|AP]] cost to reload
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|[[Harder to heal (Armor Trait)|Harder to heal]]
| [[Hit and Run (Armor Trait)|Hit and Run]] || {{:Hit and Run (Armor Trait)}}
| -25 HP healing received from [[First Aid]] (can't go negative)
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|[[Easier to heal (Armor Trait)|Easier to heal]]
| [[Malus Rate of Fire (Armor Trait)|Malus Rate of Fire]] || {{:Malus Rate of Fire (Armor Trait)}}
| +25 HP healing received from [[First Aid]]
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|[[Faster medic (Armor Trait)|Faster medic]]
| [[Plated Gloves (Armor Trait)|Plated Gloves]] || {{:Plated Gloves (Armor Trait)}}
|Performing [[First Aid|FA]]/[[Doctor|Doc]] costs 25 less [[Action Points|AP]]
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|[[Bulky (Armor Trait)|Bulky]]
| [[Power Armor (Armor Trait)|Power Armor]] || {{:Power Armor (Armor Trait)}}
| -2 [[Agility|AG]] for [[Action Points#AP+ Regeneration|Extra AP Regen]] calculations
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|[[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]]
| [[Psychopath (Armor Trait)|Psychopath]] || {{:Psychopath (Armor Trait)}}
| +1 [[Luck|LK]] for [[Criticals#Critical Resistance|critical resistance]] (+5%)
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|[[Electrified (Armor Trait)|Electrified]]
| [[Quick Recovery (Armor Trait)|Quick Recovery]] || {{:Quick Recovery (Armor Trait)}}
|Each melee attacker loses 10 [[Action Points|AP]] and whole [[Action Points#AP+ Regeneration|AP+ Regen]] (for 1 second) for each hit against you
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|[[Tin Can (Armor Trait)|Tin Can]]
| [[Restless (Armor Trait)|Restless]] || {{:Restless (Armor Trait)}}
| -2 [[Perception|PE]] for [[Sight Range|sight range]] calculation
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|[[Powered (Armor Trait)|Powered]]
| [[Run for Your Life (Armor Trait)|Run for Your Life]] || {{:Run for Your Life (Armor Trait)}}
| +3 [[Strength|ST]]
Can run with walk-only weapons
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|[[Power Armor (Armor Trait)|Power Armor]]
| [[Sprinter (Armor Trait)|Sprinter]] || {{:Sprinter (Armor Trait)}}
| -4 AG for [[Action Points#AP Regeneration|AP regeneration]] calculations
No [[Criticals#Knockout|KO]]/[[Criticals#Knockdown|KD]], converted to [[Criticals#Winded|winded]] instead
?? +20 to AP_Drain resistance
?? Twohex = true
?? bulletAmount +300
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|[[Restless (Armor Trait)|Restless]]
| [[Stealthy (Armor Trait)|Stealthy]] || {{:Stealthy (Armor Trait)}}
| +2 [[Agility|AG]] for [[Action Points#AP+ Regeneration|Extra AP Regen]] calculations
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|[[Stealthy (Armor Trait)|Stealthy]]
| [[Stone Wall (Armor Trait)|Stone Wall]] || {{:Stone Wall (Armor Trait)}}
| +10 to [[Sneak]] value while sneaking
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|[[Run for Your Life (Armor Trait)|Run for Your Life]]
| [[Strong Back (Armor Trait)|Strong Back]] || {{:Strong Back (Armor Trait)}}
|Up to +50% [[Movement Speed|movement speed]] when received damage. Bonus scales the less %[[Hit Points|HP]] is left. Decays over 10 seconds
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|[[Hit and Run (Armor Trait)|Hit and Run]]
| [[Tin Can (Armor Trait)|Tin Can]] || {{:Tin Can (Armor Trait)}}
|Bonus [[Movement Speed|movement speed]] for each attack, up to 30%
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|[[Strong Back (Armor Trait)|Strong Back]]
| +25 and armor's weight to character's [[Carry Weight|carry weight]]
|}
|}

Latest revision as of 13:54, 14 April 2024

Each armor is defined by a set of armor traits in similar fashion to weapons. Causing Armor to not just be different in the Resistances and Armor Class that they give, but also applying a variety of gameplay effects. Those effects are either passive or activate upon certain conditions (e.g.: receiving damage). Traits are active as long as character keeps on wearing armor with given effects.

Armor Traits on a Combat Armor
Armor Traits
Name Effect
Bonus Critical Resistance +1 Luck for the purposes of Critical Resistance.
Bonus Rate of Fire Every attack costs 5% less Action Points to perform
Bulky -2 Agility for the purposes of AP+ Regeneration.
Confident +2 Charisma for the purposes of resisting Suppression rolls.
Courageous Completely immune against Suppression rolls.
Easier to Heal +25 Hit Points when being healed by First Aid
Electrified Melee Attackers against you will have to roll against AP Drain.
Faster Medic -25 base Action Points when performing First Aid or Doctor
Faster Reload -10% AP cost when reloading a weapon.
Harder to Heal -25 Hit Points when being healed by First Aid
Hit and Run Each time you spend Action Points you receive up to +30% decaying Run Speed.
Malus Rate of Fire Every attack costs 5% more Action Points to perform
Plated Gloves +2 Strength for the purposes of resisting Weapon Drop rolls.
+2 Endurance for the purposes of resisting Arm Cripple rolls.
+10% AP cost when reloading a weapon.
Power Armor -4 Agility for the purposes of AP+ Regeneration.
Be hit by twice the amount of bullets from bursts.
Lowers every Critical Roll on you by 4.
+4 Endurance for the purposes of calculating your Knockback resistance as well as AP Drain resistance.
Negative Damage Treshold penetration by ammunition does not apply to you.[Unsure]
Psychopath Each time you inflict damage to an enemy you can see, you receive AP cost reduction
Quick Recovery Recover 0.4 seconds faster from Knockouts, as well as 10% faster from Winded, Suppression and Disoriented effects.
Restless +2 Agility for the purposes of AP+ Regeneration.
Run for Your Life Each time damage is inflicted to you, you receive up to +50% decaying Run Speed.
Sprinter The lower your Action Points, the faster your Run Speed.
Stealthy Adds +10% Sneak value effectiveness.
Stone Wall +2 Strength for the purposes of resisting Knockout rolls.
Strong Back +25 Carry Weight
+Armor-weight to your Carry Weight
Tin Can -2 Perception for the purposes of Sight Range.