
Best Armor In Morrowind
Light Armor is a very efficient armor skill. Your armor rating while wearing the best Light Armor available with maxed Light Armor skill is an impressive 168, which is higher than that for Medium Armor (145) (not counting Bloodmoon's Ice Armor which also peaks at 168) and about half the weight. While not as good as Heavy Armor's 266 rating (up to 333 using certain artifacts), Light Armor. Feb 18, 2008 I seldom see it mentioned when the 'best weapon in Morrowind' question comes up, probably because the spear skill is not one that gets a.
I was wondering what was the max effective armor rating. In essence, what's the armor rating cap? I've done some testing and it seems like armor rating has a hard cap, I'm just not sure what number it is.
For example, even if you have a ridiculous over 9000 number as your armor rating you still get hit for the same amount as if you had a far lower number for your armor rating, so I assume that armor rating is capped at a certain number.So yeah, the damage formula is '(Damage. Damage) / (Damage + Opponent Armor Rating)', so what's the max armor rating that fits into that formula, as it seems to be capped. If it seems like I'm repeating myself, it's just that I'm trying to clarify as much as possible as to not cause a misunderstanding.Posts: 3453 Joined: Thu Apr 19, 2007 1:35 pm. I coulda sword this was in the Skyrim section. Sorry.It's okay, it happens. I was hoping to find the armor rating cap so that it's something I can make a mental note of and aim for if need be.
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Like try not to go above X number and what have you. I really wish Morrowind had more information on it's mechanics like Skyrim and Oblivion do.I might be able to do some concrete testing if I knew of someone who hit hard but had a consistent damage magnitude (I.e. 30-30 or 50-50 instead of 1-80). I have a feeling that the cap is somewhere around 300-400.Posts: 3415 Joined: Fri Dec 22, 2006 11:00 am.
Armor Rating depends on the type of material and the corresponding armor Skill.For any single piece of armor: AR = Armor Skill. constantType of material determines the constant. (Obviously the constant can be calculated by AR/Armor Skill)For example: The constant for glass is 1.66. Assume that your Light Armor skill is 30. Then the AR for any piece of glass armor would be 30. 1.66 = 50.Your Light Armor skill maxes out at 100, therefore your cap for glass armor (assuming you're wearing a complete set) would be 1.66. 100 = 166.666.Each piece of armor contributes to your AR cumulatively in the following manor:Helm 10%Pauldrons 10% eachBracers 5% eachCuirass 30%Greaves 10%Boots 10%Shield 10%(Any part of the body left uncovered is considered Unarmored) Unarmored AR = (Skill level/100).(Skill level/100).
65.Example: A glass cuirass with a Light Armor skill of 60 would contribute 1.66.60.3 = 30 towards your AR. The other 70% of your AR would have to be calculated on a piece by piece basis in a similar manor.Posts: 3531 Joined: Tue May 22, 2007 2:44 am.Snip.I appreciate the effort but I believe there was a misunderstanding. I'm not interested in knowing how armor rating is calculated (As there is lots of information and formulas already available on the UESP for that), what I'm interested in knowing is what's the cap. What I mean by that is the following:Basic damage calculation: (Damage. Damage) / (Damage + Opponent Armor Rating)The 'Opponent Armor Rating' variable in the damage formula is capped. How do I know? Simply because I've done some tests where I've had ridiculous amounts of armor rating (For testing purposes) and damage was not lessened more than if I had a far smaller number.
The issue I'm having is pin pointing the exact number where armor rating stops becoming more effective. In other words, the hard cap on armor rating.In Oblivion it was simple, if I recall correctly, armor rating was capped @ 85 which meant 85% damage reduction. In Skyrim it's capped @ 567 provide you're wearing all the appropriate armor pieces to obtain the hidden bonus. So what's the magic number for Morrowind?Posts: 3425 Joined: Wed Oct 04, 2006 2:07 am. Actually, there is a minimum damage taken based on the GMST fCombatArmorMult which by default equals 0.2500. So at a minimum you will always take 1/4 of the original damage dealt, no matter what your AR is.
So in the above example of a blow landing 25 points, you will actually take (25. 0.2500) = 6 points of damage.I've tried a test by setting fCombatArmorMult to 0.5, had a char with full Daedric Armor @ 100 Heavy Armor (so AR of 265), getting hit by a custom Dremora (50 strength, 100 combat) wielding a custom weapon that did 40-40 min/max damage, and I always got hit for 20 points. When I changed fCombatArmorMult back to 0.2500, I got hit for 10 points everytime.Posts: 3384 Joined: Wed Oct 31, 2007 3:01 pmDisplay posts from previous: Sort.
I was wondering what was the max effective armor rating. In essence, what's the armor rating cap? I've done some testing and it seems like armor rating has a hard cap, I'm just not sure what number it is. For example, even if you have a ridiculous over 9000 number as your armor rating you still get hit for the same amount as if you had a far lower number for your armor rating, so I assume that armor rating is capped at a certain number.