New armors: Local or Global effects?

Miikka

Ascalonian Squire

Join Date: Apr 2006

Finland

Mo/R

Lets say I have armor like this:
Disciples Handwraps, (+15 armor while suffering from a condition)
Acolytes Sandals (+10 armor while enchanted)
Shephers Vest and Pants (+15 and +10 health)

I am suffering from a condition and i have enchantment on me.
Do i have +25 armor on my vestment (where wammo is hitting me) and +25 more health?

Has anyone done any research on these effects yet?

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

http://www.guildwarsguru.com/forum/s...94&postcount=1

Quote:
Originally Posted by Aigred
I tested the situational bonus AL on the new armor types. Conclusions first, then procedure and data.

Conclusions:

Obelisks do lightning damage and will always hit for the same value given a certain Armor Level (AL).

AL dmg
--- -----
60 42
65 39
70 36
75 33
80 30
90 25
100 21

General results:

Most of the new armor types offer their bonus armor LOCALLY. That is, only on the body part covered. They are NOT global like Knight/Ascalon or Virtuoso/Courtly/Performer/Noble.

The exceptions to the above are the "While Enchanted" Monk and Elementalist armors, which provide a +5 global bonus and a +10 local bonus that stacks with the +5 global.


The above statements pretty much summarize everything, but for completeness, here are my individual conclusions:

Warrior:

Legionnaire provides +10 local armor while in a stance.

Sentinel provides +10 local armor while strenth is 13 or greater.

Ranger:

Scout provides +10 local armor while activating a preparation only. It does NOT provide additional armor while under the effects of a preparation. This means that Scout armor is next to useless. This bonus does not apply if you are doing anything other than activating a preparation, for example, setting a trap or summoning a spirit. I would really like to see Scout armor chnaged so that it provides its bonus while you are under the effects of a preparation.

Sentry provides +10 local armor while in a stance.

Monk:

Acolyte provides +5 GLOBAL armor while enchanted, and +10 LOCAL armor while enchanted. The body part covered by Acolyte armor therefore has a total of +15 armor while enchanted.

Disciple provides +15 local armor while suffering from a condition.

The +5 global bonus from Acolyte armor stacks with the Disciple's +15 while suffering from a condition for a total of +20 armor on body parts covered by Disciple's armor while enchanted and suffering from a condition.

Necromancer:

Minion Master's armor provides +10 local armor while you have 3 or more minions.

Blighter armor was not tested.

Mesmer:

Charlatan provides +10 local armor while enchanted. It does NOT have the global effect of Monk Acolyte or Elementalist Tempest armor. I wonder if this is intentional or not. For consistency, I think that the mesmer armor should be changed to behave like the monk and elementalist armor, or the monk and elementalist armor should be changed to behave like the mesmer armor.

Savant provides +10 local armor while in stance.

Elementalist:

Tempest provides +5 GLOBAL armor while enchanted, and +10 LOCAL armor while enchanted. The body part covered by Tempest armor therefore has a total of +15 armor while enchanted.

Battlemage was not tested.

Assassin:

Nightstalker armor was not tested.

Ritualist:

Emissary provides +15 local armor while affected by a weapon spell.

Mystic provides +15 local armor while activating skills.

Oracle provides +10 local armor while holding any item. The item can be a Ritualist ash pot, a flag, or repair kit. It will probably work with Sorrow's Furnace gears or the Fissure of Woe book.


Procedure:

The Obelisk Test:

1. Equip new PvP character with a combination of basic +hp armor and the armor to test. Put armor to test on chest and hands, and the +hp armor on the legs and feet.

OR

1. Equip new PvP character with a combination of two of the armors to test.
Put Armor X on chest and hands, and Armor Y on legs and feet.

If making a warrior, do not add absorption runes or shields that add absorption.

Do not take stances or enchantments that modify your armor level.

2. Enter Isle of Nameless and carry a flag to the stand. Wait 30 seconds for the obelisk to turn hostile and begin striking you.

3. Record default obelisk damage while standing still.

4. Do whatever you need to do to trigger the situation bonus for the armor being tested. Record the obelisk damage.

The Wild Blow Test

1. Arrange for an unrated GvG. Team 1 has characters wearing the armor to test. Team 1 also has a healer. Team 2 has a warrior primary or secondary who has 0 strength, Wild Blow, and both a physical and elemental weapon. Team 2 also has a character who can cast hexes.

2. The warrior uses Wild Blow on several characters having AL 60, 65, 70, 75, 80, 100. Record the damages. The damage will be the same every single time for a given AL.

3. The warrior uses Wild Blow on the character wearing the armor to test. Record the damage.

4. The character wearing the armor to test creates the situation that enables the armor's bonus AL (eg., attacking something, or get hexed by the opposing team). The warrior uses Wild Blow several times while that situation exists. Record the damage.


Data:

Obelisks hit naked characters for 120 damage.

Obelisks hit standard-armor casters for 42 damage.

Obelisks hit standard-armor rangers and assassins for 21 damage.

Obelisks hit standard-armor warriors for 30 damage.

Below are the damage numbers when characters are wearing partial suits of armor that have situational bonuses.

Warrior:

30 damage normally.

Legionnaire's, while in a stance:
30 or 25 damage while in stance

Sentinel
30 or 21 damage.

Ranger:

21 damage normally.

Scout:
18 or 21 while activating a preparation.
Always 21 while in a preparation.

Sentry:
18 or 21 while in stance.

Monk:

42 damage normally.

Judge:
Always 42 damage.

Wanderer:
39 or 42 damage.

Acolyte, while enchanted:
33 or 39 damage.

Disciple, while bleeding or poisoned:
42 or 33 damage.

Acolyte AND Disciple, while (enchanted and (bleeding or poisoned))
30, 33, or 39 damage.

Necromancer:

42 damage normally.

Minion Master, while having 3 or more minions:
36 or 42 damage.

Blighter, while hexed:
Not tested.

Mesmer:

42 damage normally.

Charlatan, while enchanted:
36 or 42 damage.

Savant, while in stance:
36 or 42 damage.

Elementalist:

42 damage normally.

Aeromancer:
33 or 42 damage.

Tempest, while enchanted:
33 or 39 damage.

Battlemage, vs physical:
Not tested.

Assassin:

36 damage normally.

Nightstalker, while attacking:
not tested.

Ritualist:

42 damage normally.

Emissary, while affected by a weapon spell:
33 or 42 damage.

Mystic, while activating skills:
33 or 42 damage.

Oracle, while holding an ash pot, flag, or repair kit:
36 or 42 damage.

Miikka

Ascalonian Squire

Join Date: Apr 2006

Finland

Mo/R

i knew i had seen that post somewhere but couldnt find it.. thanks

but this just cant be right:
Quote:
Acolyte armor therefore has a total of +15 armor while enchanted.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Monks & eles just became the 2nd highest armor in game.

This will be the stardard gear for my boon prot when factions comes. I could care less about +energy on a caster. E denial environment encourages playing with the lowest energy bar possible.

Eles use ether prodigy or attunements and need no help for energy from armor.

I'm not sure if I like this. Monks are already hard enough to kill through the prot and healing abilities.

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

Yeah, I dont like the global effects at all. +5 Global armor and +10 armor locally while enchanted? Yet the Scout's Armor only gives +10 armor locally ONLY while CASTING a preparation. A whole 2 seconds worth of benefit...whoopie.

Da Cebuano

Da Cebuano

Desert Nomad

Join Date: May 2005

Virginia born in Cebu

Jelly Toast[jT]

W/

Man, now I wish I really didn't get the Fow monk sandals which conflicted me along time ago -_- gonna have to fit an acolyte sandal, I wonder If I xpert salvage the sandals if I get just the rune or ectos.. or normal salvage = ectos.. -_-

Pharalon

Pharalon

Beta Tester

Join Date: Jan 2005

Carebear Club

I'll point out that the guy in the quoted article was obviously holding a +5AL while enchanted focus while doing his tests and didn't realise it. All the new armors have a local effect only.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

And the Ranger thing is probably a bug, that will hopefully be fixed by release?

Sidra

Sidra

Jungle Guide

Join Date: Mar 2006

CT

NITE

R/

Meh. I'll be going sentry armor anyway, even if scouts looks... so... cool.