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]] || +1 [[Luck]] for [[Critical Resistance]]
|-
| [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || Every attack costs 5% '''less''' [[Action Points]] to perform
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| [[Bulky (Armor Trait)|Bulky]] || -2 [[Agility]] for [[AP+ Regeneration]]
|-
|-
| [[Stone Wall (Armor Trait)|Stone Wall]]
| [[Confident (Armor Trait)|Confident]] || +2 [[Charisma]] for [[Suppression Resistance]]
| +2 strength in rolls to avoid [[Criticals#Knockout|knockouts]]. [[Criticals#Knockback|Knockback]] only half the distance
|-
|-
|[[Sprinter (Armor Trait)|Sprinter]]
| [[Courageous (Armor Trait)|Courageous]] ||100% [[Suppression Resistance]]
|Run faster. The lower current [[Action Points|AP]], the faster is the running speed (up to 25%)
|-
|-
|[[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]]
| [[Easier to heal (Armor Trait)|Easier to heal]] || +25 [[HP]] received from [[First Aid]]
|Every attack costs 5% '''less''' [[Action Points|AP]] to perform
|-
|-
|[[Malus Rate of Fire (Armor Trait)|Malus Rate of Fire]]
| [[Electrified (Armor Trait)|Electrified]] || Each melee attacker rolls against [[AP Drain]]
|Every attack costs 5% '''more''' [[Action Points|AP]] to perform
|-
|-
|[[Psychopath (Armor Trait)|Psychopath]]
| [[Faster medic (Armor Trait)|Faster medic]] || Performing [[First Aid] or [[Doctor]] costs 25 less base [[Action Points]]
|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
|-
|-
|[[Confident (Armor Trait)|Confident]]
| [[Faster Reload (Armor Trait)|Faster Reload]] || -10% [[Action Points]] cost to reload
| +2 [[Charisma|CH]] for [[suppression]] resist checks
|-
|-
|[[Courageous (Armor Trait)|Courageous]]
| [[Harder to heal (Armor Trait)|Harder to heal]] || -25 [[HP]] received from [[First Aid]]
|100% [[suppression]] resistance
|-
|-
|[[Faster Reload (Armor Trait)|Faster Reload]]
| [[Hit and Run (Armor Trait)|Hit and Run]] || Bonus [[Run Speed]] when using up [[Action Points]], up to 30%
| -10% [[Action Points|AP]] cost to reload
|-
|-
|[[Plated Gloves (Armor Trait)|Plated Gloves]]
| [[Malus Rate of Fire (Armor Trait)|Malus Rate of Fire]] || Every attack costs 5% '''more''' [[Action Points]] to perform
| +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]]
| [[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
| -25 HP healing received from [[First Aid]] (can't go negative)
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|[[Easier to heal (Armor Trait)|Easier to heal]]
| [[Power Armor (Armor Trait)|Power Armor]] || -4 AG for [[Action Points#AP Regeneration|AP regeneration]] calculations
| +25 HP healing received from [[First Aid]]
No [[Criticals#Knockout|KO]]/[[Criticals#Knockdown|KD]], converted to [[Criticals#Winded|winded]] instead
?? +20 to AP_Drain resistance
?? Twohex = true
?? bulletAmount +300
|-
|-
|[[Faster medic (Armor Trait)|Faster medic]]
| [[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]]
|Performing [[First Aid|FA]]/[[Doctor|Doc]] costs 25 less [[Action Points|AP]]
|-
|-
|[[Bulky (Armor Trait)|Bulky]]
| [[Stone Wall (Armor Trait)|Stone Wall]]
| -2 [[Agility|AG]] for [[Action Points#AP+ Regeneration|Extra AP Regen]] calculations
| +2 strength in rolls to avoid [[Criticals#Knockout|knockouts]]. [[Criticals#Knockback|Knockback]] only half the distance
|-
|-
|[[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]]
|[[Sprinter (Armor Trait)|Sprinter]]
| +1 [[Luck|LK]] for [[Criticals#Critical Resistance|critical resistance]] (+5%)
|Run faster. The lower current [[Action Points|AP]], the faster is the running speed (up to 25%)
|-
|-
|[[Electrified (Armor Trait)|Electrified]]
|[[Psychopath (Armor Trait)|Psychopath]]
|Each melee attacker loses 10 [[Action Points|AP]] and whole [[Action Points#AP+ Regeneration|AP+ Regen]] (for 1 second) for each hit against you
|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]]
|[[Tin Can (Armor Trait)|Tin Can]]
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| +3 [[Strength|ST]]
| +3 [[Strength|ST]]
Can run with walk-only weapons
Can run with walk-only weapons
|-
|[[Power Armor (Armor Trait)|Power Armor]]
| -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
|-
|-
|[[Restless (Armor Trait)|Restless]]
|[[Restless (Armor Trait)|Restless]]
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|[[Run for Your Life (Armor Trait)|Run for Your Life]]
|[[Run for Your Life (Armor Trait)|Run for Your Life]]
|Up to +50% [[Movement Speed|movement speed]] when received damage. Bonus scales the less %[[Hit Points|HP]] is left. Decays over 10 seconds
|Up to +50% [[Movement Speed|movement speed]] when received damage. Bonus scales the less %[[Hit Points|HP]] is left. Decays over 10 seconds
|-
|[[Hit and Run (Armor Trait)|Hit and Run]]
|Bonus [[Movement Speed|movement speed]] for each attack, up to 30%
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|-
|[[Strong Back (Armor Trait)|Strong Back]]
|[[Strong Back (Armor Trait)|Strong Back]]
| +25 and armor's weight to character's [[Carry Weight|carry weight]]
| +25 and armor's weight to character's [[Carry Weight|carry weight]]
|}
|}

Revision as of 02:59, 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 AG for AP regeneration calculations

No KO/KD, converted to winded instead ?? +20 to AP_Drain resistance ?? Twohex = true ?? bulletAmount +300

Quick Recovery Recover 0.4 seconds faster from KOs and KDs, and 10% faster from winded, suppression and disoriented
Stone Wall +2 strength in rolls to avoid knockouts. Knockback only half the distance
Sprinter Run faster. The lower current AP, the faster is the running speed (up to 25%)
Psychopath 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

Tin Can -2 PE for sight range calculation
Powered +3 ST

Can run with walk-only weapons

Restless +2 AG for Extra AP Regen calculations
Stealthy +10 to Sneak value while sneaking
Run for Your Life Up to +50% movement speed when received damage. Bonus scales the less %HP is left. Decays over 10 seconds
Strong Back +25 and armor's weight to character's carry weight