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Thread: Understanding Armor--A mini guide

  1. #1

    Understanding Armor--A mini guide

    A while ago, I made an extensive reply to a question on what the best armor is for a fixer. However, the way armor works, asking what the best armor for a fixer, or a soldier, or a meta-physicist, or any profession is doesn’t have any meaning. Armor doesn’t take any particular skills to wear, but an investment to two of your six basic abilities. So it is far more relevant to ask what the best armor for an Opifex, a Solitus, an Atrox, or a Nano is.

    My original reply is now in the “forum archive,” which has been down for a while. But since people keep asking about this information I am reposting it.

    How much protection your armor is giving you is a function of the armor’s quality. Theoretically, a QL 50 Omni-Pol suit has the same degree of protection as a QL 50 Metaplast suit, or QL 50 Cyber Armor suit, or a QL 50 Nomad suit. Some forms of armor, however, have a minimum quality level where they become available. Other than style, the real differences in armor types are what stats they require in order to wear, and what they protect against. Certain armor types are naturally better at protecting against certain forms of damage than other armor types.

    This is the armor I know about:

    Opifex Armor (uses Sense and Agility):
    Nail, Leather, Sid’s Leather, Steel Ribbed, Martial Artist, Nadir Steel Ribbed, & Obtru Steel Ribbed

    The Opifex armor lines start out very weak, but turn around into one of the best armors around QL 30 with the introduction of Steel Ribbed.

    Nail armor: 88% Melee & Projectile protection, 75% Energy protection
    Nail armor is literally the worst armor available in the game. It’s more a fashion statement than serious armor. Very low-level characters use it when they can’t afford to be choosy, but it is typically abandoned when better comes along. The armor is well known for it’s red fishnet stockings.

    Leather Armor: 100% melee protection, 88% projectile, cold & radiation protection.
    Sid’s Leather Armor: as above plus 88% fire protection.
    Leather armor is a low level type seen mostly on young agents. It is dangerous to wear adventuring, as it has almost no protection against energy (about 15%). This means various NPC robots will tear a leather-armored player apart with ease.

    Steel Ribbed: 100% projectile, energy, and chemical protection, 88% melee & disease/poison protection.
    Nadir Steel Ribbed: as above plus 88% fire protection
    Obtru Steel Ribbed: as Nadir plus 88% cold protection.
    Things start to turn around at QL 30, when Steel Ribbed becomes available. Steel Ribbed, and its variants, is among the best adventuring armor available. It covers most of the damage types commonly seen in the wilds of Rubi-Ka. Nadir Steel Ribbed becomes a good choice of PvP armor, with the addition of fire protection, but isn’t available below QL 50. Obtru protects very well against everything except radiation, and is considered one of the ultimate armor types.

    Martial Arts: 100% projectile, energy, melee, fire and cold protection.
    The Martial Artist suit is an unusual piece available starting around QL 20, as it simultaneously offers the best protection in five of the eight types of attacks. Those who can wear it, however, usually don’t as the lack of chemical and disease protection makes Tentacle Mutants, and Meta-physicists tough fights. The martial-arts suit also doesn’t offer protection for either the heads or the hands, ultimately impairing the effectiveness of its protection.

    Atrox armor (uses Stamina and Strength):
    Flak armor, Heated, Chilled, Titan, & Vito’s Plasteel, Nomad, Omni-Pol, Organic, Graft, Omni-Pol Elite

    The Atrox line looks cool, but tends to provide unimpressive coverage. However, because strength and stamina get some solid buffing by enforcer and doctor nano-programs, the Atrox is actually capable of wearing higher quality armor than other breeds. This means more protection in those areas that are covered.

    Flak: 100% projectile protection, 88% energy protection, 75% melee protection, 62% radiation protection
    Flak armor is marginally better than nail or low-tech armor. It is strictly a low level armor, and rarely found among high-level players.

    Plasteel: base 100% protection vs. projectile & melee, and 88% protection vs. energy.
    Heated Plasteel: adds 88% protection vs. fire.
    Chilled Plasteel: adds 88% protection vs. cold. (Don’t ask me why these aren’t reversed, I don’t know.)
    Titan Plasteel: adds 100% cold and 88% radiation protection.
    Vito’s Plasteel: adds 100% fire and 88% chemical protection.
    The plasteel like makes up the bulk of the Atrox-specific armor. Heated and chilled plasteel tends to be used by low-level characters, while mid-level characters use Vito’s and Titan plasteel.

    Nomad: 100% protection vs. projectile & melee, 88% protection vs. fire, cold, and energy
    Nomad armor effectively combines the best properties of heated and chilled plasteel, with no sacrifices. It remains one of the most unusual looking armors, because of it’s unique helmet design. The nomads of Rubi-ka have made hard disk-like helmet that fits over the forehead, combined with a ribbed veil covering the face and neck, and a two ringed decoration on the front. This creates a convincing illusion from a distance, that the wearer is a long-necked Cyclops.

    Omni-Pol: 100% protection vs. melee, projectile, & energy, 88% chemical protection, 75% disease protection.
    Omni-Pol Elite: 100% protection vs. melee, projectile, & energy. 88% protection vs. cold, fire, disease, and radiation
    Being a clansman, I have very little solid data on these types of armor. If the statistics I have on these armors are correct, then standard Omni-Pol makes for better adventuring armor than anything clan. The lack of chemical protection on the Elite is not a good thing, however.

    Organic: 100% protection vs. melee & energy, 88% protection vs. projectile, fire, & disease, 75% protection vs. chemical
    Graft: as organic plus 62% protection vs. radiation
    The advertisements truly mean it when they say this is a spectacular armor. A suit of organic looks very much alive. The protection vs. chemicals, disease, and fire is welcome against mutants in the wild, and what one’s fellow man often throws at his neighbor. Graft armor almost qualifies as an ultimate-armor type, as it is only weak against cold. The mediocre radiation protection keeps it off the ultimate armor list, however.

    Nano armor: (using intelligence and psychic)
    Cyber, Bau Cyber, Waitt Cyber, Nano Armor

    Before the armor upgrade that was part of the 12.5 patch, Cyber and its variants was the best thing on the market. After the patch, it became merely average. However, there are still a lot of high-level people out there who specialized in wearing the formerly superior cyber. This means there is a lot of competition for good cyber, which is driving the prices of the Bau and Waitt pieces sky-high. To complicate matters, only Waitt cyber gives any more than trivial protection against chemicals, commonly found used by NPC meta-physicists. If you are currently a Homo Nano looking to save IP for more important pursuits, you are in for a very tough time.

    Cyber: 100% projectile & melee protection, 88% energy protection, 62% protection vs. fire & cold
    Bau upgrade: increased fire & cold protection to 78%. Adds 62% radiation protection.
    Waitt upgrade: increases fire & cold protection to 88%. Increases radiation protection to 85%. Adds 63% chemical protection.
    If you concentrate on intelligence and psychic ability for your armor needs, this is what you are very likely wearing your entire career. Waitt armor actually has a reputation for being the poor nano’s Flower’s Tech, as it is strong against everything except disease. The mediocre chemical protection keeps it off the ultimate armor list, however.

    Nano armor: 100% protection vs. energy, melee, & disease, 88% protection vs. projectile, cold, fire, & radiation
    This is one of the ultimate armor types, and is the ultimate type of armor for the Homo Nano. However, the lack of chemical protection is a bad thing. I recommend keeping the Waitt suit, unless you are trying to earn style points.

    Combat Armor (Uses Agility and Strength)
    Low-Tech, Metaplast, Omni-Pol Forest, Omni-Pol Desert, Kevlar, Tertius Decus, Tech, Secondus Decus, Primus Decus, Flower’s Tech

    The combat armor line is viable for the Opifex, Atrox and Solitus. It requires only a slightly higher IP investment (except for the Solitus). However it provides some good benefits at both the low end and high end of the advancement ladder.

    Low-Tech: 88% protection vs. projectile & melee, 86% protection vs. energy
    Low-Tech is a very low-level armor. It is slightly more serious protection than nail, but only commonly seen on people who just can’t afford better. It is made out of simple metal plates under normal clothing.

    Metaplast: 100% projectile & energy protection, 88% melee protection, 75% chemical protection
    Being available straight from QL 10 on, Metaplast is good armor for low-levels. It offers good chemical protection along with good basic protection.

    Omni-Pol Forest: 100% projectile & energy protection, 88% melee protection, 62% protection vs. chemicals and radiation
    Omni-Pol Desert: 100% projectile & energy protection, 88% melee protection, 62% protection vs. chemicals and fire
    Omni-Pol forest and desert is very often issued to new Omni recruits as reward for low-level missions (starting at QL 10), and also available in Omni stores. It is locked to prevent anyone except Omni employees from wearing it. I personally don’t think the sacrifice in chemical protection is worth the increase in either fire or radiation protection while adventuring. But it does have some uses protecting oneself against PvP at low level.
    Ironically, there is a bug in Omni’s supply system that offers this armor to clan members as mission rewards, even though they can’t use it.

    Kevlar: 100% protection vs. projectile & melee, 88% protection vs. energy. 62% protection vs. cold, chemicals, and disease
    Kevlar armor is probably the ultimate armor for low-level characters. The only real problem I have with Kevlar is the lack of a headpiece. Kevlar users often need to supplement their suit with a metaplast helmet.

    Teritus Decus: 100% protection vs. projectile, melee, & energy, 75% protection vs. disease, 62% protection vs. fire & cold
    Secondus Decus: 100% protection vs. projectile, melee, & energy, 88% protection vs. fire, chemicals, & disease
    Primus Decus: 100% protection vs. projectile, melee, & energy, 88% protection vs. disease, fire & cold, 63% protection vs. chemicals.
    The Decus line was present for some time only as useless social armor. This was a bug, and fixed in the 12.5 patch buy splitting it into proper pieces. In addition to being available as standard armor pieces, it is also available as a coat, which acts like a second chest-piece worn in the back-slot (usually reserved for backpacks and cloaks). Since the coat can be worn over all other armor types (except tank, or another coat) without penalties, it is extremely popular.

    Tech: 100% protection vs. melee, energy & projectile, 88% protection vs. radiation, 75% protection vs. chemical, 62% protection vs. fire
    Flower’s Tech: 100% protection vs. melee, energy, projectile & radiation, 88% protection vs. chemical, 75% protection vs. fire & cold
    Many people used to shy away from tech armor, simply because it looks silly. Regardless of how it looks, it works exceptionally well. This is the armor of choice for high-level combat-armor specialists. Flower’s Tech numbers among the ultimate armor types, with solid protection against everything except disease. It also may be the ultimate PvP armor, as no true disease/poison weapons are currently found, except for the recently reintroduced Stigma rifle. As an added bonus, Flower’s tech can be found in the stock of any superior-quality armory, and is available from missions starting at QL 50 (25 levels earlier than other ultimate types).

    Support Armor: (uses psychic and stamina)
    Light Combat, Energized, Raven, Links, Biomech

    Support armor is only a viable alternative for the Homo Nano and the Homo Solitus. (Contrary to popular belief, the Nano’s stamina is in no way impaired.) It doesn’t offer a lot of armor options, and most of it is rather lackluster in performance with two exceptions. The selling point of the support armor line is the top of the line. Biomech armor everything that Obtru Steel Ribbed is, and available in any superior-quality armory. This makes high-level upgrading a lot easier.

    Light Combat: 100% melee protection, 88% impact protection, 75% chemical protection, & 62% disease protection
    Light combat armor is only available from basic quality armor stores and missions. It provides basic chemical and disease protection when it is needed. But it is dangerous to use under normal circumstances, due to the lack of energy protection. The problems are further compounded by a lack of hand or head protection. I strongly recommend using other armor types as soon as you can.

    Energized: 100% protection vs. projectile & energy, 88% protection vs. melee & radiation
    Raven: as above plus 88% protection vs. cold
    Links: 100% protection vs. projectile, energy, & radiation, 88% protection vs. fire, cold & melee.
    Most of your low levels as a support specialist will be in energized or Raven’s armor. It is very white. It is not that much better than flak armor. And it is likely all you’re wearing until you fit into that ultimate suit. However, once Links Energized becomes available (QL 50 and up) it is worth keeping a spare set for when radiation protection is needed. The fire and cold protection means Links is nearly as good as Omni-Pol Elite or Nano armor. The lack of disease and chemical protection keeps it off the ultimate armor list, though.

    Biomech: 100% protection vs. projectile, melee, & chemicals, 88% protection vs. energy, cold, fire, & disease
    It may look silly enough to make Flower’s Tech serious in comparison, but it is just as solid protection as Obtru Steel Ribbed. Plus, it is available for purchase in superior armories. Biomech also improves both your first-aid and treatment skills when worn, much like the Omni-Med suit does. The actual improvement to these skills is much less than what the Omni-Med suit grants. However, not only it is available to everyone, it doesn’t require you to sacrifice protection to use it.

    A lot of this data was parsed from what is available at http://home.rose.net/~tnix/aoarmor.html. Check it out if you haven’t already. Some details were filled in from the item tables at http://ao.hackersquest.org.

    Edit: URL tags corrected. They should work now.
    Last edited by Konril; Apr 2nd, 2002 at 17:44:03.

  2. #2

    Question

    You totally left out Tech and Floweres Tech armor.
    Rookie Jiggamonkey - 162 Soldier
    Proud member of the MoK
    Proudly Canadian... the land of beer hockey and beavers

  3. #3
    Uhm, wow! Good guide there Konril. I never understood armor before. Didnt know it had these % protection properties. Always used to wear whatever I could and was better. Now I know which armors to look for and use. Thank you!!! And J_Monk, not sure if he edited it in after your post or not, but tech/flowers tech is in there. Under combat armor, right below the Decus line.
    Frederick "Nanosimpson" Swanzy

    Used to be Tom Orbin, then I ran into a backyard and found a name changing machine, oopsy, silly me

  4. #4

    Cool

    Excellent Post

    This was just what I was looking for

    Thx...
    Alpinesun
    ------------
    Alpinesun - lvl 52 Engineer
    Artois - lvl 68 Enforcer
    Pent - lvl 40 Meta Phyis
    Bayo - lvl 51 Trader

  5. #5
    But what about Battlesuits? Just kidding Konril, thanks for a wonderful post.

    I would just like to add a reminder that if the game decides a MOB hits you, It will never hit for less than minimum damag. It doesn't matter if you have more than enough or way more than enough AC's against that particular mob, you'll still take minimum damage.

    That's why better coverage against many types of damage is preferred, and why evades are an important 2nd half of the defense equation.

  6. #6
    J_monk: Tech and Flower's tech is in there, it is the last entry under "combat armor," since it is the best of the Agi/Str armor available.

    BrokenNut: Well, not literally a % property. I just described it as such. If you take a look at, for examle, a QL 200 Waitt Cyber Chest You will see something like:

    ChemicalAC by 625
    RadiationAC by 750
    FireAC by 875
    MeleeAC by 1000
    EnergyAC by 875
    ProjectileAC by 1000
    ColdAC by 875
    PoisonAC by 250

    For each armor peice in the item database, there is a QL1 prototype and a QL 200 prototype, and everything in between is generated by a linear formula. So an example QL 100 chest would have armor protection almost literally half of the QL 200 peice. That makes it easy for me to generate percentage values based on actual protection numbers.

    Do keep in mind, the store, loot, and mission reward tables don't generate peices until a minimum quality. So for example, a QL 1 Secondus Decus Coat would be possible, it doesn't actually exists, since they aren't generated except as rewards from a mission at least level 50.

    TugBoat: Good point about the minimum damage. As for other less-used armors:

    Special Armors:

    Tank armor:
    Tank armor is an older type of extra armor that fits in the back slot, and protects like a second chest piece. It used to be very popular in the early days of Rubi-Ka, however the release of the Decus Coat has made it obsolete. It can still be found occasionally though.

    Part of the reason it isn’t popular anymore is the fact that it cuts off communication with the nanobot cloud. Running nano-formulas with Tank armor worn wastes a lot of nano-energy, doubling the cost.

    All tank armors have 100% protection vs. energy, projectiles, and melee. In addition:
    Very Light Tank has 88% chemical and 75% disease protection
    Light Tank has 88% radiation and 75% chemical protection
    Medium Tank has 88% cold and 75% radiation protection
    Heavy Tank has 88% fire and 75% cold protection

    Some tank armor is locked to be Omni only, however these are not any different from generic versions.

    Two experimental types are in testing that will not break communication with the nanobot cloud. Some of these test models have entered circulation due to raids on Omni facilities.

    Combat Medic’s Light Tank armor:
    Locked to doctor profession only, and has the following protections:
    Fire by 34, Energy 135, Projectile 135, Melee 135, Chemical 135, Poison 100, Radiation 100, Cold 34. This armor does not affect nano formula costs.
    Assault Tank armor:
    Locked to enforcer profession only, and has the following protections:
    Projectile 440, Energy 440, Melee 440, Chemical 440, Poison 330, Radiation 110, Cold 110, FireAC 110. This armor does affect nano-formula costs, but not as much as normal tank (175% nano costs as opposed to 200% cost for a standard tank armor piece).

    Battle suits:
    Battle suits are not worn on Rubi-Ka due to the fact they cut off communication to the nanobot cloud. Running nano formulas with a battle suit on requires three times the nano energy the formula would normally use. Since the protection is not that much superior to conventional armor, most people choose not to use the battle suit. A single battle suit is a complete armor package. It is not possible to wear other forms of armor under a battle suit

    Battle Suit: 143% protection vs. projectile, energy and melee.
    Urban Battle Suit: as above plus 89% chemical protection
    Desert Battle Suit: adds 125% fire and cold protection to the urban model.
    Plasteel Battle Suit: Adds 143% fire protection to the basic battle-suit model.
    Omni-Pol Battle Suit: This is a battle suit made out of Omni-Pol armor. Protections are: 143% vs. energy, melee, and projectile, 125% vs. chemical and radiation, and 107% disease protection.
    Omni-Pol Elite Battle Suit: As above, except with Omni-Pol elite armor instead of Omni-Pol standard. Protections are: 143% vs. energy, melee, and projectile, 125% vs. cold, fire, radiation, and poison.

    Omni-Pol battle armor suits are locked to accept Omni employees only.

  7. #7
    bump so new players can see this

  8. #8

    Bump

    I'll see your bump, and raise you a whallop. Excellent guide.
    "Rubi-Ka is my home, my life, and my office... who let these people in?" - Madaline "Deaddreamer" Fontanaro
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    Now, who's the newbie here?

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  9. #9

    Good post

    Good post. What about some of the profession specific armors? I keep hearing about grid armor on the Fixer boards. Mk 1, Mk 2, etc.

    Also why wouldn't a profession like a solider be more inclined to use battlesuits? Do they use Nano enough to make the extra protection of the suit not worthwhile?

  10. #10
    There are very few professions that can get away with just buffing once every half hour and otherwise going nano-program free in combat. The reason soldiers usually do not use battle suits is because it make it next-to impossible to use Total Mirror Shield, and nano-formula taunts like Enraged Mind. A soldier would be difficult to hurt in a battlesuit, but would have a tough time pulling opponents off the team's doctor and nano-tech.

    Another problem with battle suits is the unusually high minimum-damage of NPC weaponry. Since damage can't be reduced below a minimum value for the weapon, it makes no sense to use a battle suit to reduce damage to minimum when a suit of high quality Flower's Tech and Decus armor can do the same thing with no penalties.

    In PvP, a battle-suit would be just the thing to reduce the heavy blast of most heavy weapons to nothing. However at the same time, players are very fond of using fire, chemical, radiation, and poison weapons, which most battle suits do not protect against. Most PvP players wouldn't be caught dead in a battle-suit, because that's what they would be, dead.

    Grid armor is a sore subject for me, and a lot of other fixers. In order to actually get Grid Armor, you need to find the instruction disk, which then needs to be used to build a nano-crystal for the Fixer to upload, and the nano-formula needs to be cast. Grid armor needs matter-creation to be created. There are no other nano-formulas, outside the much-laughed-at Summon lines, that requires matter creation, which means yet another very dark-blue skill that needs to be raised to very high level in order to use a Fixer ability. And to add injury to insult, the instruction disk for Grid Armor is exeptionally rare, to the point where bidding on even a QL 60 MK I disk (the lowest QL it is available) will go easily into 50.000.000 credits, and sometimes over 100.000.000. (Yes, that is fifty million to one hundred million credits, plus. Far more than a level 60 fixer can ever hope to get her hands on without the aid of a large guild.)

    As far as statistics and tactics are concerned, Grid armor basically sacrifices armor protection for a huge evasion boost. Mk 1 comes with +100 skill to dodge ranged, evade close, and duck explosive, plus a "defensive modifier" of 870. The defensive modifier makes the base chance to hit the fixer very low, which means the fixer simply outright avoids taking damage from most attacks. However, since the fixer is effectively unarmored, she takes a lot of damage from those attacks that do hit.

    Whether bug or design, special attacks, like flingsht, burst, full auto, fast-attack, brawl, and even dimach simply will not miss when triggered. So in PvP, the Grid Armored fixer is extremely vulnerable. A burst, fling, full auto combination from a mediocre weapon would kill a Grid Armored fixer near instantly, while the same fixer might not even be seriously hurt with a Flower's Tech, Decus armor combination.

    For more information on Grid Armor, look for the Fixer profession board. That is as much as I'm willing to say about it here.

  11. #11
    Couple of other armour types to think about, and other details to recognise...

    Other armour types are DeCranums MkI/II, which has coverage over all damage types, along with NCU and Health bonuses. Also, Augmented Cyborg Armour, which only lacks cold AC (yeap... Enigma Roots will whack you badly), but adds extra NCU also.

    Realise that you can augment chemical damage fairly easily through implants, so armours that don't cover chemical as well as others can be augmented. QL125(+) implants including Chem AC clusters will add 379AC(+/-) to this (Shining and Bright slots).

    Also, bracers will help this augmentation in any weak areas. Low level OT people should head to the Steps Of Madness in Omni-Forest, and collect TL2 and TL3 bracers which will help take the edge of weak damage types.

    The other thing that people should not be afraid of is mixing armour types. A favourite for OT is mixing OPE (Omni-Pol Elite) and Flowers Tech, so as to cover the cross-weakness's of Disease and Chemical.

    Higher levels will also find that chemical damage is a little less prevailent the further you go, although you will still be faced with the chemical based attacks from mission NPC's that wield shields.

    Pioneer players may also have an additional hand through being proud owners of Carriers, which give anything upto +400 bonus to Strength (QL200), which is also useful (at this time), for getting on extreme levels of primary req Str-based armour.

    The other thing is not to neglect the use of a QL200 OPE Battle Suit. The average cover score of an OPE Battle Suit (and OP Battle Suit) are actually better than all other armour types, but the downsides (which have been mentioned) still make it unviable.

    Also, there are slight differences in the requirements for armour of the same QL (i.e. OP versus OPE), so you feasibly equip a slightly higher QL of a slightly weaker armour type, yet get slightly better coverage, at the cost of different damage type weakness. (If you get what I mean)

    There also exists a spreadsheet with locked formulae that can be used to give you the best armour types based on skills and buffs that you enter, so I'll have a dig around for that.

    Lastly, the full stop at the end of the urls is causing them to 404. Might want to do an quick edit. (But that's me being picky)

    Nice post tho Konril.
    Last edited by Poweredge|vault; Apr 8th, 2002 at 09:15:46.
    Powervault ~ Legion
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  12. #12
    Wow! This is a very nice post, thanks for sharing all this info with us.

    But what about ICC cloaks, huh?

  13. #13

  14. #14

    Omni-Pol Armor and Worn ICC Cloaks

    Bump, and add the following obscure pieces of armor:

    It used to be that if you wanted to add a piece of back armor, you had to raise your Strength and Stamina (Str/Stam), either for Tank Armor or a Senpai Coat. Version 13.8 added the following items, available at QL50-100 from any high-level fixer who knows where to get them. All of them look like the standard cheapo QL1 robes. They all have the name "Worn ICC (fill in the blank) Cloak". They all give 300 to 600 AC, coverage varies. They also each give 2-12 point buffs to the listed skills, depending on QL.

    Code:
    Name       Color  Attrs      Buffs           
    Bodyguard  Red    Str/Stam   Psych, BodyDev
    Delegate   White  Int/Psy    NanoPool, MaxNano
    InternOps  Black  Agil/Stam  Conceal, B&E
    Messenger  Green  Agil/Sens  Run, Swim
    Pilot      Blue   Sens/Psy   VehGrnd, VehWtr
    Secretary  Gray   Stam/Psy   FirstAid, Advent
    There's also one other obscure armor cloak to consider, especially if you play Omni characters. Like the look of the white storm-trooper suit, but are unwilling to restrict yourself to Str/Stam armor? Try this piece: Omni-Tek Armor. It's commonly available as as the "find item" in early, low-level Find Item missions. It gives next to nothing for actual armor, MeleeAC 10. But it goes over your Waitt Cyber Armor, or Flowers Tech Armor, or whatever, and makes it look like Recruit-Issue Omni-Pol Armor.
    Last edited by Brad, STL/MO; Apr 4th, 2002 at 22:39:16.

  15. #15
    great post, tons of info.

    bumpage
    Caduceus 207 Doctor of the Bratpack
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    Lyra 156 Crat
    Testlive

  16. #16

    Lightbulb Gave Me an Idea

    It occurred to me to use your armor guide to re-orient my thinking about how ...

    • armor type implies attribute pair to max, and
    • breed implies armor type (via which attributes are cheap), and
    • maxed attributes constrain skills, which therefore might mean
    • therefore armor types answer the classic question, "Which breed is best for which profession?"


    See my results here.

    Besides, this thread needs another bump. It should be "sticky."

  17. #17
    This is a great guide. Another bump.

    BTW Brad - thanks so much for the info on the Omni-Tek Armor. Never heard of it before; after reading your post I found a guild member who had a spare one in the bank and got it from her. Nice way to mask the weird mix and match of pieces we sometimes wear and make us Omnis look nice and orderly. If only it made the helmet look like an Omni-Pol helmet too.
    Numi7, Omni-Tech Employee
    Solitus Engineer
    Division 3 [Omni Reclamation]
    RK2

  18. #18
    Originally posted by FeloniousPunk
    This is a great guide. Another bump.

    BTW Brad - thanks so much for the info on the Omni-Tek Armor. Never heard of it before; after reading your post I found a guild member who had a spare one in the bank and got it from her. Nice way to mask the weird mix and match of pieces we sometimes wear and make us Omnis look nice and orderly. If only it made the helmet look like an Omni-Pol helmet too.
    I used to use a metaplast helmet, which is close enough to give that desired all-matching effect...

  19. #19

    Thumbs up Wow!

    Damn, Konril, you're the MAN!


    B U M P !
    May Muir enlighten your path...

    Muir Templar Ket Rosteen, Voice of the Templars (Clan solitus Meta-Phycisist).
    Muir Templar Sek Hardeen, Leader of the Templars (Clan solitus Bureaucrat).
    Muir Templar Het Masteen, True Voice of the Tree (Clan solitus Doctor).
    Muir Templar Meg Sylveen, Defender of the Tree (Clan solitus Enforcer).
    Muir Templar Teq Vargeen, Warrior of the Muir (Clan solitus Trader).

  20. #20

    Thumbs up Thx konril

    Really helped me out there in the armor jungle

    ... and offcourse... B(_)/\/\P !!!
    rerolling on rk-4

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