Category:Armor Traits: Difference between revisions

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| [[Plated Gloves (Armor Trait)|Plated Gloves]] || +2 [[Endurance]] against [[Arm Cripple]] rolls<br>+2 [[Strength]] against [[Weapon Drop]] rolls<br>+10% [[Action Points]] cost to reload
| [[Plated Gloves (Armor Trait)|Plated Gloves]] || +2 [[Endurance]] against [[Arm Cripple]] rolls<br>+2 [[Strength]] against [[Weapon Drop]] rolls<br>+10% [[Action Points]] cost to reload
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| [[Power Armor (Armor Trait)|Power Armor]] || -4 AG for [[Action Points#AP Regeneration|AP regeneration]] calculations
| [[Power Armor (Armor Trait)|Power Armor]] || -4 [[Agility]] for [[AP+ Regeneration]].<br>Be hit by twice the amount of bullets from bursts.<br>Lowers every Critical Roll on you by 4.<br>+4 [[Endurance]] for [[Knockback]] resistance and [[AP Drain]] resistance.<br>Negative Damage Treshold penetration by ammunition does not apply.<sub>[Unsure]</sub><br>
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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| [[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]]
| [[Powered (Armor Trait)|Powered]] || +3 [[Strength]]<br>Can run with walk-only weapons
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| [[Stone Wall (Armor Trait)|Stone Wall]]
| [[Psychopath (Armor Trait)|Psychopath]] || Inflicting damage gives you up to 20% [[Action Points]] cost reduction
| +2 strength in rolls to avoid [[Criticals#Knockout|knockouts]]. [[Criticals#Knockback|Knockback]] only half the distance
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|[[Sprinter (Armor Trait)|Sprinter]]
| [[Quick Recovery (Armor Trait)|Quick Recovery]]|| Recover 0.4 seconds faster from [[Knockouts]] and 10% faster from [[Winded]], [[Suppression]] and [[Disoriented]]
|Run faster. The lower current [[Action Points|AP]], the faster is the running speed (up to 25%)
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|[[Psychopath (Armor Trait)|Psychopath]]
| [[Restless (Armor Trait)|Restless]] || +2 [[Agility]] for [[AP+ Regeneration]]
|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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|[[Tin Can (Armor Trait)|Tin Can]]
| [[Run for Your Life (Armor Trait)|Run for Your Life]] || Up to +50% [[Run Speed]] when receiving damage.
| -2 [[Perception|PE]] for [[Sight Range|sight range]] calculation
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|[[Powered (Armor Trait)|Powered]]
| [[Sprinter (Armor Trait)|Sprinter]] || Spending [[Action Points]] gives up to 25% [[Run Speed]].
| +3 [[Strength|ST]]
Can run with walk-only weapons
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|[[Restless (Armor Trait)|Restless]]
| [[Stealthy (Armor Trait)|Stealthy]] || +10% to [[Sneak]] effectiveness
| +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]] || +2 [[Strength]] against [[Knockouts]].<br>[[Knockback]] only half the distance
| +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]] || +25 and armor's weight to maximum [[Carry Weight]]
|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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|[[Strong Back (Armor Trait)|Strong Back]]
| [[Tin Can (Armor Trait)|Tin Can]] || -2 [[Perception]] for [[Sight Range]]
| +25 and armor's weight to character's [[Carry Weight|carry weight]]
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Revision as of 03:06, 17 October 2023

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 Critical Resistance
Bonus Rate of Fire Every attack costs 5% less Action Points to perform
Bulky -2 Agility for AP+ Regeneration
Confident +2 Charisma for Suppression Resistance
Courageous 100% Suppression Resistance
Easier to heal +25 HP received from First Aid
Electrified Each melee attacker rolls against AP Drain
Faster medic Performing [[First Aid] or Doctor costs 25 less base Action Points
Faster Reload -10% Action Points cost to reload
Harder to heal -25 HP received from First Aid
Hit and Run Bonus Run Speed when using up Action Points, up to 30%
Malus Rate of Fire Every attack costs 5% more Action Points to perform
Plated Gloves +2 Endurance against Arm Cripple rolls
+2 Strength against Weapon Drop rolls
+10% Action Points cost to reload
Power Armor -4 Agility for AP+ Regeneration.
Be hit by twice the amount of bullets from bursts.
Lowers every Critical Roll on you by 4.
+4 Endurance for Knockback resistance and AP Drain resistance.
Negative Damage Treshold penetration by ammunition does not apply.[Unsure]
Powered +3 Strength
Can run with walk-only weapons
Psychopath Inflicting damage gives you up to 20% Action Points cost reduction
Quick Recovery Recover 0.4 seconds faster from Knockouts and 10% faster from Winded, Suppression and Disoriented
Restless +2 Agility for AP+ Regeneration
Run for Your Life Up to +50% Run Speed when receiving damage.
Sprinter Spending Action Points gives up to 25% Run Speed.
Stealthy +10% to Sneak effectiveness
Stone Wall +2 Strength against Knockouts.
Knockback only half the distance
Strong Back +25 and armor's weight to maximum Carry Weight
Tin Can -2 Perception for Sight Range