[quote=“deoxy, post:14852, topic:42”][quote=“BeerBeer, post:14850, topic:42”]With “sort armor” you can control in which order the clothing items get damaged. But still, you can’t for example pull socks over your boots (shoes always reside on “outer” layer, socks on “close to skin” layer). If your feet take damage, it’s your shoes that suffer first most likely (check shoe coverage percentage - it’s possible damage can bypass shoes entirely if coverage is less than 100%). But if you wore two pairs of socks, it’s more likely the outer pair would get wrecked first over time. And that’s what you CAN control, the order of the socks. Or t-shirts. Or if you choose to wear multiple shirts or jackets. It’s about the order of the clothes on each separate layer… and for all of our great convience, they’re shown all at once, jumbled together. Handy, no? Heh. (Seriously though, I wouldn’t know how else to present the system, it just might be as good as it can get)
So clothes exists on at least 3 layers, which aren’t really shown - close to skin, normal, and outer. And you can control the order of the clothes on each layer. Check each clothing item’s description to determine the layer they fall into.[/quote]
Are you sure you really can’t put your socks on over your shoes (that’s the perfect example, by the way, so thanks)? I’ve changed the order of stuff on different layers before, and it definitely seems to help the stuff take less damage, even if its layer is supposed to be higher.
As to layers, I know of at least 5: close to skin, normal, outer, strapped, and “waist” (which only the legs and the torso have).
I’ve always assumed “strapped” was outside the “outer” layer, but I don’t know where “waist” would fit in that - above “normal” but below “outer” would make the most sense, I think, but… ?[/quote]
I’m not 100% sure about anything. Coolthulhu is probably going to set us all straight about this.
I’ve assumed that ‘waist’ and ‘strapped’ are on par with the ‘outer’ layer. There’s no particular reason for those three layers to have an internal ranking or priority, although ‘strapped’ being on top of ‘outer’ may or may not make sense. And the reason why socks (‘close to skin’ layer item) aren’t allowed to go over shoes (‘outer’ layer item) is because we would often and inadvertently wear items in “wrong” order, and we’d then have to often check that we aren’t wearing socks over our shoes, which would quickly become quite annoying. Not to mention those precious ‘close to skin’ items are often fragile, and it’d be nasty to just suddenly see your socks get wrecked simply because one forgot to meticulously tweak the order. And more importantly, same goes for all the other layers.
But, that is all just guesswork that I’ve quietly done over the course of months of playing. Oddly I can’t find actual info about how the damage passes through the various layers. All I find is the encumbrance stuff in relation to layering.
I’m guessing the phenomenon you’ve witnessed is due to false assumptions of layer rankings, OR because I’m wrong and you’re right, but you would have to present detailed cases before we could even begin to guess and argue what has happened.
But, just for kicks, and to demonstrate the complexity of the damage filtering vs. apparel degradation, let’s study a case of a coat (100% coverage) being worn on top of a vest (60% coverage), and then switch them around. Both items have equal protection (let’s say 5 cut & bash) and equal resistance to tearing. Both reside on the same layer. Both are in peak condition. All incoming hits deal same damage.
In the first case, the coat would get torn and eventually be destroyed pretty fast due to high coverage and rather low protection. Presumably a 5-prot coat is not very tear-resistant (quite frankly I don’t know how tearing resistance is determined - material related or purely protection value related?). Anyway, as the coat degrades, it starts to let more and more damage through, giving the vest a 60% chance to catch the coat-filtered damage, while still allowing the coat-filtered damage pass 40% of the time.
Now let’s see if the vest had resided over the coat. 40% of the hits end up on the coat unfiltered, which the coat is sure to catch. Meanwhile the vest degrades, but far slower than the coat in the previous case due to the vest having lower coverage. Statistically and mathematically, the vest would get destroyed first, followed closely by the coat, since the vest collects 60% of the hits (above 50%).
If the vest had only 50% coverage, both would get destroyed nearly at the same time. I do have to admit that what I can’t figure out, is that due to the vest degradation, does it mean that the destruction of both items is statistically simultaneous, or is the math more complex, and there is significantly more deviation (while using the vest 50% coverage value).
Finally, the math problem I’m facing is that what vest coverage percentage is required in order to see both items destroyed either at the same time, or by consequtive hits. Is it A) exactly 50% or B) 45-50% or C) less than 45%