Titan quest how does armor work




















This is the reason you will sometimes take huge spike damage , and others you will not. Be sure to have good Armor values on all your pieces to prevent this.

You are most likely to be hit in the Torso, but you will be hit in other places as well. Be sure to have good Armor Values there or you will take high damage when you are. If you have rings, amulets or Skills that increase your Armor, these are added to the Armor Value each piece of Armor you are wearing before this calculation takes place. Armor Protection is not the same thing, and only increases the Armor Value of each piece you are wearing, not the modifier.

Armor Absorption increases the percentage of damage your Armor can mitigate. In Titan Quest Blocking works passively for any character equipped with a Shield, and unlike Armor, Shields can Block any type of Damage as well as projectiles. Each Shield has a Chance to Block a certain amount of Damage, but this Block can only occur a maximum of once every 3 seconds by default. Thankfully the skill Quick Recovery in the Defense Mastery Tree helps with this, as do some equipment you can find.

The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. Damage over time you take can also be Blocked as well, and if the initial tick of damage is Blocked then ALL the damage is Blocked. Not all players need Offensive Ability, but all players can benefit from Defensive Ability. Offensive Ability is used to calculate whether you strike your target and whether or not you do critical damage. This only applies to melee combat , so players casting spells, using Staves or using Bows do not need to worry about this stat and should not invest in it.

When attacking your Offensive Ability is compared to the Defensive Ability of the target. These same rules apply to enemies , and that is where Defensive Ability comes in. If your Defensive Ability is too low then enemies will always connect with their strikes and will hit you for Critical Damage more often. User Info: Balr0g User Info: LMago. I know about damage absorption, elemental resistance and stuff. But damage resistance what is that?? There is a God! And that God is a fan of TNA!

User Info: tigerhead. But from what I understand from the TitanQuest. If you think you're right, you're wrong. So damage resistance will reduces physical damage right? You will also gain permanent Health bonuses from completing quests for a total of if you complete all 3 difficulties.

Melee Builds will obviously need more than Ranged Builds so plan accordingly, but generally you should not need to spend Attribute Points on Health. Like Health, Energy is a pretty straight forward. Unlike Health, however, there are no quests that reward permanent increases to Energy.

Casting Builds will consume much more Energy than Martial Builds, so depending on how you make your character you may need to add points into this Attribute. Hybrid Builds generally need to spend points here because one of their Skill Trees provides no Energy. Strength increases the Physical Damage of the player, and not only adds this increase to the base damage of the Weapon you are using, but to any Skills that deal Physical Damage.

The only exception is with Staves, which do not deal Physical Damage. Each point of Strength increases your Physical Damage by 0. In addition, you also gain 0. Each Skill Tree gives a different amount of Strength, and you will gain a total of 42 Strength from quests, if you play all the way through the Legendary Difficulty.

Each point of Intelligence increases Elemental Damage by 0. You also gain 0. As with Strength, each Skill Tree gives a different amount of Intelligence, and you will gain a total of 18 additional Intelligence throughout the course the game if you play through Legendary. Dexterity does many things in Titan Quest. It increases your Pierce Damage which penetrates all Armor , it adds Pierce Damage to your attacks, increases your Offensive Ability and increases your Defensive Ability.

Players gain 0. Just like Intelligence, you will gain 18 Dexterity from quests through out the game. Obviously having more Armor and higher Block Chance are good, but how to make a Build revolving around these concepts requires some knowledge of the game especially if you are to survive higher difficulties. When the game determines that you have been struck by a Physical Damage attack Armor comes into play, and the game rolls to see which part of your Armor is struck.

The game will use the piece of Armor in the location you are hit to calculate how much damage you take. This is the reason you will sometimes take huge spike damage , and others you will not. Be sure to have good Armor values on all your pieces to prevent this.

You are most likely to be hit in the Torso, but you will be hit in other places as well. Be sure to have good Armor Values there or you will take high damage when you are.

If you have rings, amulets or Skills that increase your Armor, these are added to the Armor Value each piece of Armor you are wearing before this calculation takes place.

Armor Protection is not the same thing, and only increases the Armor Value of each piece you are wearing, not the modifier. In Titan Quest Blocking works passively for any character equipped with a Shield, and unlike Armor, Shields can Block any type of Damage as well as projectiles. Each Shield has a Chance to Block a certain amount of Damage, but this Block can only occur a maximum of once every 3 seconds by default. Thankfully the skill Quick Recovery in the Defense Mastery Tree helps with this, as do some equipment you can find.

The good news though, is that the damage you must Block is calculated after Armor and Resistances, so there is a much higher chance for you to succeed. Damage over time you take can also be Blocked as well, and if the initial tick of damage is Blocked then ALL the damage is Blocked. Not all players need Offensive Ability, but all players can benefit from Defensive Ability. Offensive Ability is used to calculate whether you strike your target and whether or not you do critical damage.

This only applies to melee combat , so players casting spells, using Staves or using Bows do not need to worry about this stat and should not invest in it. When attacking your Offensive Ability is compared to the Defensive Ability of the target. These same rules apply to enemies , and that is where Defensive Ability comes in. If your Defensive Ability is too low then enemies will always connect with their strikes and will hit you for Critical Damage more often.

The higher your Defensive Ability is the more often your enemies will miss , and on top of that when they do connect, it will be for reduced damage. This reduced damage is calculated before Armor and Resistances, so it is a very effective way of protecting yourself.

When making a Melee Build, be sure that you have not only sufficient Armor, but also sufficient Defensive Ability to help reduce the overall damage you take. As you progress into higher difficulties this becomes even more important and can be the difference between succeeding and failing.

Ranged characters can benefit from this as well , although ideally they should not be near enough to melee units to be hit in the first place. Flat damage modifiers on a weapon are applied only to that weapon, so they are local.

This includes flat fire damage, cold damage, lightning damage, poison, bleed, physical and 'bonus' damage, also flat lifeleech and energy leech. Because those modifiers are local, they are not added to spells, even if they do related kind of damage. The only excetion is knife throw from Rogue, this is a very special skill. If you found one on a spear, even if the spear itself does no related kind of damage, it will affect your spells.

Although originally I didn't intended to give any credits, since I've just explained pure knowledge without copy-pasting, I still felt like making this section. This will also serve well as the collection of links.

So, I'd like to thank those people: 1 Poinas from titanquest. You can just read all of his posts [www. SmS 23 Nov, pm. Eddetektor [author] 2 Sep, am. Work is in progress, but it's hard to say when it will be ready, there are a lot of tests and data minings to do. NoBogui 2 Sep, am. Any chance you'll be updating this with the new TQ:AE being just released? Happy to help out where I can. Hibuki 20 Aug, am. It has been this way since TQ:IT came out. ELQ 6 Jul, am. Poison damage. If I get poisoned, and after it use the Herbal Remedy which increases poison resistance , does it work?

Or must I use Herbal Remedy before? The question itself is kinda irrelevant I try to have Herbal Remedy always on but I'm just wondering :D.

Val [author] 4 Jun, pm. ArtMax thanks Yeah, I was really bad at writing back in That's not all actually, the guide is full of awkward sentences and the structure is misleading. It's in need of some serious rewriting. ArtMax 4 Jun, pm. Just a few grammar issues atleast those I've noticed, I didn't proofread : This is just a milestones. Energy resistance. Also a weird one, but have less impact on actual game, since simply energy leech won't kill you, and mana-burn using mobs are very rare, although outright dangerous.

MrModeste 23 May, pm. Amazing guide! I'm so grateful you took the time to gather all that information Val, especially since the titanquest. Such a goldmine of information, necessary for anyone who wishes to "go further" into their TQ appreciation!

Val [author] 11 May, pm. Eddetektor, probably. I think it can wait, because beta patches just keep coming.

Eddetektor [author] 11 May, pm. Are you going to update this article? I could help if you want to. Share to your Steam activity feed.



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