Expert Armorer question.

Post » Fri May 27, 2011 8:09 pm

Ok. So I love Ebony Armor. I refuse to use anything else. The Wiki states it has 60% reduction when repaired to 100% with max heavy armor skill. Now if I was an Expert Armorer and repaired it to 125%, how much more reduction is added. I saw that the 125% is for the health of the armor but the equation they had for the reduction had solid numbers for everything but skill level and repair %. Using the equation they have here, all armor would be the same so It is a bit confusing. Where would I add in the 60 base reduction here?

Equation : ( 0.35 + 0.0065 * Skill ) * ArmorHealth%
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meg knight
 
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Post » Fri May 27, 2011 7:25 am

Ok. So I love Ebony Armor. I refuse to use anything else. The Wiki states it has 60% reduction when repaired to 100% with max heavy armor skill. Now if I was an Expert Armorer and repaired it to 125%, how much more reduction is added. I saw that the 125% is for the health of the armor but the equation they had for the reduction had solid numbers for everything but skill level and repair %. Using the equation they have here, all armor would be the same so It is a bit confusing. Where would I add in the 60 base reduction here?

Equation : ( 0.35 + 0.0065 * Skill ) * ArmorHealth%


I believe the full equation is actually (0.35 + 0.0065 * Skill) * BaseArmorRating * ArmorHealth%.

Look at the equation http://www.uesp.net/wiki/Oblivion:Light_Armor#Skill_Benefits, for example. The equation you saw, I assume at the basic Armor page, is preceded by "The listed armor rating is modified by the player's Skill in the armor type (Light Armor or Heavy Armor) and the armor's condition by the following multiplier:" which explains the "missing" BaseArmorRating.

I'm not really sure, though. Maybe someone else has a more certain answer.
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Stryke Force
 
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Post » Fri May 27, 2011 12:27 pm

That is confusing indeed. There is another equation that has BaseArmorValue instead of ArmorHealth%, it's probably more accurate.

Lets say you have a skill of 75, Therefore: (0.35 + 0.0065 * 75) * 60 = 50.25

I'm not sure how much an additional armor health of 25% would add to armor rating but lets assume that it's just 25% more.

50.25 * 25/100 = about 12.5

ArmorValue with a skill of 75 is 50.25 + the 25% more health 12.5 = 62.75


Yes, I am terrible at math but I hope this helped :)
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Catherine N
 
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Post » Fri May 27, 2011 6:45 am

From http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula

BaseArmorRating * ( 0.35 + 0.0065 * OpponentArmorSkill) * ArmorHealth/MaxArmorHealth

Since it's included with the equations for weapon damage, it refers to "opponent" armor skill, but I would presume that it's the same equation for your own armor skill.

Since the last number is "ArmorHealth/MaxArmorHealth," then the multiplier for expert level "repair" would be 1.25 -- 125% health/100% "max" health. So yes-- 125% repair is a 25% bonus.

So your 60 AR ebony, repaired to 125%, should be 75 AR.
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Katy Hogben
 
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Post » Fri May 27, 2011 2:20 pm

Thanks for the help everyone =)

From http://www.uesp.net/wiki/Oblivion:The_Complete_Damage_Formula

BaseArmorRating * ( 0.35 + 0.0065 * OpponentArmorSkill) * ArmorHealth/MaxArmorHealth

Since it's included with the equations for weapon damage, it refers to "opponent" armor skill, but I would presume that it's the same equation for your own armor skill.

Since the last number is "ArmorHealth/MaxArmorHealth," then the multiplier for expert level "repair" would be 1.25 -- 125% health/100% "max" health. So yes-- 125% repair is a 25% bonus.

So your 60 AR ebony, repaired to 125%, should be 75 AR.


I believe you got it gpstr. That seems to work perfectly. Why they don't have it listed like that in the other armor areas I do not know lol. Now I can add some enchants. I don't have the 125% yet so I didn't want to add any shield to get tme to 85 and just go way over... Now I have room for some nice STR and AGI boosts =)
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Jeffrey Lawson
 
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