Cap On Individual Item's Armor Rating?

Post » Wed Jun 20, 2012 6:17 pm

Hello!

I'm reworking some armor progression, and it seems that the CK won't let any one piece of armor have an AR higher than 600 (i.e., whenever I hit the "OK" button, it changes from whatever it was to 600).

Is there any way around this?
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Wed Jun 20, 2012 11:42 pm

Your armor rating TOTAL can't go above 600. So one piece alone cant because 600 is the max.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Wed Jun 20, 2012 6:31 pm

Your armor rating TOTAL can't go above 600. So one piece alone cant because 600 is the max.

I thought there was just a damage reduction cap of 80%

They actually hard-limited AR to 600?
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Thu Jun 21, 2012 7:02 am

I thought there was just a damage reduction cap of 80%

They actually hard-limited AR to 600?
I think so. I remember discussing this months ago. People wondered why their rating stopped going up, even though they wore better stuff. For example, if you temper things fully to Legendary (That's the highest, right?) status, then you don't need to wear above, like, Elven or you're wasting weight because the extra armor cap provided by Ebony, Dwarven, etc isn't accounted for due to the hard-limit.

However they've recently altered smithing and other stuff. I'm not exactly sure anymore, but that's most likely what you're encountering.
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Wed Jun 20, 2012 7:31 pm

Do you know if in-game armor is capped at 600 if you reduce the amount of damage reduction each point of armor provides? What if 600 is suddenly only 10% damage reduction (for example; my actual numbers aren't that drastic yet :P)
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Thu Jun 21, 2012 5:14 am

The rating in game does not translate directly to damage reduction. ~600 armor translates to 80% (the cap) reduction.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Wed Jun 20, 2012 11:07 pm

The rating in game does not translate directly to damage reduction. ~600 armor translates to 80% (the cap) reduction.

Yes, but that is not necessarily true. The conversion between armor rating and damage reduction is controlled by a GMST.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Wed Jun 20, 2012 9:11 pm

No more thoughts/ideas? :(
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Jun 20, 2012 9:37 pm

Yes, but that is not necessarily true. The conversion between armor rating and damage reduction is controlled by a GMST.
Are you sure? I would think that the actual translation is hardcoded, i.e. what percentage of dmg reduction 250 armor rating means is always the same. The thing that changes is the max percentage, and based on that, it puts in a soft-limit to the armor rating cap?

Just speculation though...
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Thu Jun 21, 2012 2:11 am


Are you sure? I would think that the actual translation is hardcoded, i.e. what percentage of dmg reduction 250 armor rating means is always the same. The thing that changes is the max percentage, and based on that, it puts in a soft-limit to the armor rating cap?

Just speculation though...

Yes, I'm sure. It's... fArmorScalingFactor, I think? By default, it's 0.12 (1 armor = 0.12%DR).
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Thu Jun 21, 2012 12:32 am

Yes, I'm sure. It's... fArmorScalingFactor, I think? By default, it's 0.12 (1 armor = 0.12%DR).
So by that, ~667 armor will net you 80% damage reduction. By default.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Thu Jun 21, 2012 7:00 am

So by that, ~667 armor will net you 80% damage reduction. By default.

And I'm obviously changing that, thus my inquiry.

I think so. I remember discussing this months ago. People wondered why their rating stopped going up, even though they wore better stuff. For example, if you temper things fully to Legendary (That's the highest, right?) status, then you don't need to wear above, like, Elven or you're wasting weight because the extra armor cap provided by Ebony, Dwarven, etc isn't accounted for due to the hard-limit.

However they've recently altered smithing and other stuff. I'm not exactly sure anymore, but that's most likely what you're encountering.

Do you happen to recall at what point people stopped seeing increase in armor rating? I tested some things in-game and got my displayed armor rating up to 9 hundred and something, both before and after altering fArmorScalingFactor.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Jun 20, 2012 5:48 pm

Why do you need it above 600 if you can change fArmorScalingFactor?
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Thu Jun 21, 2012 3:29 am

Why do you need it above 600 if you can change fArmorScalingFactor?

Because I have a formula that necessitates it. I don't want to just dike around from level to level using whatever value I want. This isn't Vietnam, Smoky, there are rules.

If I change my numbers so as to not need an item with more than 600 armor rating, then the low-end becomes uncomfortably tight, possibly with mere decimal values separating one tier from the next.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm


Return to V - Skyrim