How aiming ratings works in The Elder Scrolls V: Skyrim
Hello I am having some confusion about aiming ratings present in this game. Can someone explain how "armor rating" works? I see there are spells that give 40 armor rating and cuirasses that give 40 and it looks like it will be easy to get an armor rating in the hundreds, so it certainly isn't a flat percentage. Please someone shade some light on this. I am sure that someone will clear my doubt about this stupid rating work.
Re: How aiming ratings works in The Elder Scrolls V: Skyrim
Yup whatever you mentioned I noticed this as well. I believe it's calculated differently in this game with each point representing roughly 50 to 75 %. In Oblivion the maximum armor rating was 85. Multiply that by ten and you have the max armor rating in this game.
Re: How aiming ratings works in The Elder Scrolls V: Skyrim
That would mean early levels there isn't much difference between heavy and light armor, and even no armor. I'm guessing the armor cap is a lot higher than 85 this time with all the perks that increase it, you would go way over it.
Re: How aiming ratings works in The Elder Scrolls V: Skyrim
Given that players have reported armor ratings in the 500-600 range, it seems like that they are no longer using a percentage system. This is a good thing - the percentage system in Oblivion is awful. I think the top current theory is that they want back to an armor system more like it was in Morrowind, where the percentage of damage blocked by armor varied depending upon how much damage was inflicted at once - repeated strikes from a dagger could be stopped more easily than a single strike from a 2-handed warhammer even if they did the same total amount of damage. IIRC the formula was something like %blocked = 100% - (dmg / (dmg + armor)).
Re: How aiming ratings works in The Elder Scrolls V: Skyrim
As a result it's like x10 from oblivion? So Hand to Hand is a viable option with Fits of Steel; the base gauntlets do around 35 damage, Daedric ones could to 75. Some attacks can inflict well over 500 Damage, some attacks also ignore defense.
Re: How aiming ratings works in The Elder Scrolls V: Skyrim
Assuming I am correct, for the formula, basically you increase your HP by 100% for every 100 Armour. So if your base health is 200 hp and you have 300 Armour, you are basically equal to a person with 800 Hp in terms of ability to absorb physical damage. A 51 level full tank with 600 Hp and 700 Armour will be equal to 4800 HP! You can't reach that level of toughness in Oblivion.