<p>The overall value of your armor, used in calculating damage absorption. <br></p>
<br>
<h2>how do I calculate my armor rating? </h2>
<p>Natural Armor: Depending on your job, you may naturally have some "armor." Just imagine some people are tougher. Armsman has 20, and Tamer and Brawler have 10. </p>
<br>
<h2>why is that in Guild Wars? </h2>
<p>IDEK, just spitballing these. I haven't even played in years, so the details may be way off. <br></p>
<br>
<h3>pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general</h3>
<p>ANet obv added DP to penalize dying. <br></p>
<p>In PvP, this makes a whole lot more since to me than PvE. Penalizing losers and creating imbalanced gameplay is just part of PvP. DP evaporates off anyway. IDK if I even ever really noticed DP in it. I played bomber in JQ, so I even used that mechanic to my advantage in that competitive format. </p>
<br>
<p>IDK, it usually just brutalized me for no clear reason in singleplayer PvE. I did actually use it to my advantage as a BiP. So it's just another mechanic to play with in the metagame. But anyway. </p>
<br>
<p>DP adds a tonal difference between areas and missions with rez shrines, without rez shrines, and with rez shrines that will refuse to rez you. Normal areas (like Snake Dance) may be challenging, but you can party wipe hundreds of times without zoning and keep your nose on the grindstone until you finally reach Droknar's. If you party wipe even once in a mission or in Foundry, you have to go back to outpost. Then Hard Mode makes anywhere, even Plains of Jarin, more serious - you hit 60% DP on everybody and you go back to outpost. There are areas you can goof off in indefinitely, and then there are areas you can "lose" in. Some areas, you can brute force. Some, you have to plan a strategy and keep an eye on your party members' DP. <br></p>
<br>
<p>Since dying teleports you to rez shrines, death can become a form of travel. I thiink you can cheese some of the ciper quests by intentionally wiping to a mob by town then getting rezzed at a shrine right at the destination. We also had people die, then I'd Necrotic Traversal past a wall and teleport-rez people past the wall in Urgoz or something. I don't think death-as-fast-travel was ever a game-breaking issue, but DP would sure keep people from fast-traveling around UW that way or whatever, if they ever started putting rez shrines down there. </p>
<br>
<p>It makes it harder to brute force through everything. If your build doesn't work on the first few mobs, you have to go restrategize. At least, ideally. IDK. I definitely kept brute forcing at 60% a number of times. If it was implemented as a deterrant like Witcher "YOU ARE CARRYING TOO MUCH WEIGHT" or Torchlight "I AM OVERENCUMBERED" or any of the games that turn the screen bright flashing red, you can't punish people haha. They are going to keep picking up every useless trash, move at 40% speed, and squink into the flashing bright red screen while the character yells at them. </p>
<br>
<p>GW is an online game, so it's more meaningful IMO for an MMO guy to have Survivor than my lost singleplayer save on some harddrive. Now that we have Steam achievements and stuff, maybe that's less true of singleplayer games. (Are Survivor achievements common on Steam and PSN and stuff anyway?) The titles were lots of fun, but Guild Wars's HoM was the coolest achievement-thing probably anyway. </p>
<br>
<h3>cons</h3>
<p>It's annoying. Getting to 60% is brutally unfair. Every other MMO breaks all your expensive armor and unlevels you, so I'm being a baby. It was even kinda mindnumbingly fun to crawl, mob by mob, though EotN dungeons as a lvl 20 with 100HP tbh. But I just can't picture punishing a man like that. I don't know if death is penalized in any other singleplayer game where death isn't a game over. Legacy of Kain: Soul Reaver, Hades, Two Worlds...The Cat Lady? etc. </p>
<br>
<p>Since cap DP makes the game impossible in an unfun way, you obv have to pop your candy canes or go back to town. Going back to town breaks up the gameplay. Anything that takes you out, erases all your progress, and makes you start again is usually bad. Death loop games have this flow, I think. You jump up, ready to try again. The restart area is even kinda comfy or fun in some way. Guild Wars beats you down and makes you feel defeated lol. </p>
<br>
<h2>why is nothing like it in Blessfrey? </h2>
<p>I just don't like it. I don't think there's anything like it in the death loop singleplayer game genre anyway. Maybe I'm wrong, but it's not going in for now. <br></p>
<p>Pets don't suffer DP. Pre- deaths don't give DP. Vengeance, Death Pact Signet, etc doesn't give DP. Deaths during in-town holidays don't give DP.</p>
<br>
<p>DP is reset when zoning to an outpost, resigning, and between PvP matches.
<p>DP is reset when zoning to an outpost, resigning, and between PvP matches. </p>
<br>
<h2>why is that in Guild Wars? </h2>
<p>IDEK, just spitballing these. I haven't even played in years, so the details may be way off. <br></p>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures have life, spirit, AR, etc </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>creatures have life, spirit, AR, etc </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures are in parties</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures belong to factions </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can be passive</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can be fleshy</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creature can be a summon</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creature can be a boss</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' armor rating is 3 * creature level + armor bonus. The armor bonus is 20 for warriors and paragons, 10 for rangers, dervs, and sins, and 0 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' maximum health is level*20+80. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures' maximum energy is 20 for warriors, 30 for rangers, paragons, sins, and dervs, and 40 for everyone else. they have 1 extra pip of energy regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>creatures' armor rating is 3 * creature level + armor bonus. The armor bonus is 20 for warriors and paragons, 10 for rangers, dervs, and sins, and 0 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>creatures' maximum health is level*20+80. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>creatures' maximum energy is 20 for warriors, 30 for rangers, paragons, sins, and dervs, and 40 for everyone else. they have 1 extra pip of energy regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>creatures can have a special skill active on them like Stun Immunity or Natural Resistance. This can make the creature have altered armor against damage types. Plants are more susceptible to fire and slashing. Etc. </span> </li>
</ul>
<br>
@ -59,27 +59,25 @@
<ul>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>character has life</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>character has spirit </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 20 energy </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a pip of energy regen generates 1 energy every 3 seconds. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>energy can drop below 0. The UI will read 0 until energy is recovered.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>characters start with 20 energy </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>characters start with 2 pips of energy regen</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>a pip of energy regen generates 1 energy every 3 seconds. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>energy can drop below 0. The UI will read 0 until energy is recovered.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>if character is at less than full health, is not attacking, not taking damage from attacks, not using offensive skills, not being targeted by offensive skills, and has not lost health for 5 seconds, their health will begin to regen slowly at a rate that increases by 1 every 2 seconds until it reaches +7 health regen. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters start with 100 health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters gain 20 health per level up to 480 health at lvl 20. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a character cannot reduce their max health below 1 </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>changes to max health can not reduce current health below 1</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 2 health gained or lost each second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>each pip is 1 energy gained or lost every 3 seconds...so .33 per second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>although only 10 pips can be active, the UI will show all pips applied to character. They will still be there to counteract degen as it's applied. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>characters start with 100 health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>characters gain 20 health per level up to 480 health at lvl 20. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>a character cannot reduce their max health below 1 </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>changes to max health can not reduce current health below 1</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>each pip is 2 health gained or lost each second</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>although only 10 pips can be active, the UI will show all pips applied to character. They will still be there to counteract degen as it's applied. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapon, equipment, skills, etc, can increase max health</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters suffering from health generation do not automatically regen health. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>characters suffering from health degeneration do not automatically regen health. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life is lost by damage, health degen, sacrifice, life stealing, life draining, health decrease due to a decrease in maximum health, the loss of all health due to an instant death effect, direct health loss from other sources (such as Infuse Health, Spoil Victor, Shelter)</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life is gained by health regeneration, life stealing, life draining, and the heal keyword. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>only the heal keyword is modified by healing modifiers and triggers </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 10 seconds, target gains 33% less benefit from healing. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 45 seconds, Healing Prayers heal for 50% more. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: For 30 seconds, every time target is healed, healer takes 10 damage. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Stubborn Cold - For 10 seconds, target gains 33% less benefit from healing. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Grapefruit - For 45 seconds, Healing Prayers heal for 50% more. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>SKILL: Life Giver - For 30 seconds, every time target is healed, healer takes 10 damage. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>heal is still shown even if character is at max health, etc - blue numbers over head </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>party healing provides healing, health gain, or health regen to all party members </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>life draining keyword - belongs to vampiric weapon. Steal 1...5 health each time you hit.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has weapons</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>equipment reduces armor-respecting damage, including attack damage and chemical damage</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from core armor, bonus armor, and special armor</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>character has equipment</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor bonus - additional energy, energy regen, additional health, reduction in physical damage, increase in AR. headgear gives +1 to single attribute for their job</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy regen by a total of +2 for armsman, +3 for tamer, and +4 for hacker, disciple, chemist, brawler. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>a set of armor increases energy by a total of 20 for armsman, 25 for brawlers and tamers, and 30 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>a set of armor increases energy regen by a total of +2 for armsman, +3 for tamer, and +4 for hacker, disciple, chemist, brawler. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=unusual>a set of armor increases energy by a total of 20 for armsman, 25 for brawlers and tamers, and 30 for everyone else. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there are different equipment slots</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>there is a main hand and an off-hand slot</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>main hand reflects the handedness of the character. Night is left-handeded. The player can choose her handedness. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor comes from equipment, keywords</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>armor comes from equipment, keywords</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Attacks will hit one of the equipment slots. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>AR's affect on incoming damage is calculated by only the armor piece hit by the attack. A AR 40 head attack gains no benefit from an AR 80 chest. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>In most cases, creature AR = 3 * Level + Armor bonus. The armor bonus is determined by job.</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Armor penetration reduces the AR. Hitting a 60 AR target with 25% armor penetration will reduce the effective AR to 45, increasing damage by 30%. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=common>Armor penetration reduces the AR. Hitting a 60 AR target with 25% armor penetration will reduce the effective AR to 45, increasing damage by 30%. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>Armor enhancing skills do not stack beyond +25 armor. (A single skill can still exist, though, that "Blessing. +40 armor for 5 seconds. When nonstacking, only the skill with the highest bonus will apply. )</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>weapons have slots for mods</span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<span class=mundane>armor has slots for mods</span> </li>