https://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&feed=atom&action=historyStrategy:Fireproof armor - Revision history2024-03-29T04:53:22ZRevision history for this page on the wikiMediaWiki 1.21.1https://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3359&oldid=prevOmega Tyrant: /* Which armor to use as a base? */2023-07-18T07:18:15Z<p><span dir="auto"><span class="autocomment">Which armor to use as a base?</span></span></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 07:18, 18 July 2023</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Red armor]] is the obvious choice as covered prior, and you're guaranteed one at [[Phobos Anomaly]], while you're very likely to have a [[bulk mod]] and [[technical mod]] by then to make it, ensuring you can have one before [[VMR]] show up and before the [[Cyberdemon]]. Red armor also isn't too uncommon to find otherwise, but lets look at the other options anyway.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Red armor]] is the obvious choice as covered prior, and you're guaranteed one at [[Phobos Anomaly]], while you're very likely to have a [[bulk mod]] and [[technical mod]] by then to make it, ensuring you can have one before [[VMR]] show up and before the [[Cyberdemon]]. Red armor also isn't too uncommon to find otherwise, but lets look at the other options anyway.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Fireproof [[Blue armor]] will result in an armor with 2 [[protection]], 20% [[plasma]] [[resistance]], and 30% fire resistance; this will give you something that provides decent defense against VMR, while also giving you some plasma <del class="diffchange diffchange-inline">[[</del>resistance<del class="diffchange diffchange-inline">]]</del>. However the plasma resistance isn't significant enough to make that much of a difference against plasma attacks compared to Red armor, especially against Arachnotrons who will be your main plasma threat; and it wouldn't protect you more against [[fire]] attacks than normal red armor would, while with the lower defense, you'll probably take more melee damage wearing it than you would wearing nothing. If you somehow lost your Red armor from the Anomaly and can't find a replacement, or are doing [[Angel of 100]]/[[666]] and still haven't found a Red armor when VMR start showing up, fireproofing a Blue armor would still be acceptable as an emergency stopgap to have better protection against the VMR, but even then unless you have spare bulk and technical mods on hand, you might want to try holding out a couple more levels for a Red armor before spending your mods on your Blue armor.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Fireproof [[Blue armor]] will result in an armor with 2 [[protection]], 20% [[plasma]] [[resistance]], and 30% fire resistance; this will give you something that provides decent defense against VMR, while also giving you some plasma resistance. However the plasma resistance isn't significant enough to make that much of a difference against plasma attacks compared to Red armor, especially against Arachnotrons who will be your main plasma threat; and it wouldn't protect you more against [[fire]] attacks than normal red armor would, while with the lower defense, you'll probably take more melee damage wearing it than you would wearing nothing. If you somehow lost your Red armor from the Anomaly and can't find a replacement, or are doing [[Angel of 100]]/[[666]] and still haven't found a Red armor when VMR start showing up, fireproofing a Blue armor would still be acceptable as an emergency stopgap to have better protection against the VMR, but even then unless you have spare bulk and technical mods on hand, you might want to try holding out a couple more levels for a Red armor before spending your mods on your Blue armor.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Needless to say, fireproofing a [[Green armor]] would be a waste of your mods, unless you're so strapped for armor that you don't even have a Blue armor available.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Needless to say, fireproofing a [[Green armor]] would be a waste of your mods, unless you're so strapped for armor that you don't even have a Blue armor available.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Then there's the [[Energy-shielded vest]]. With its innate 50% fire resistance, fireproofing it will give you an armor with a whopping 80% fire resistance. Even with it having 1 point of protection, it'll reduce an [[Arch-vile]] blast down to a pitiful 3 damage, while it additionally has 50% plasma and [[acid]] resistance, so it'll protect well against Barons and plasma enemies. Best of all, it has no movement penalty nor knockback resistance either, so it won't slow you nor your rocket jumps down at all. However, you may be better off applying normal mods to it; with just a [[power mod]], it'll still protect you well against the VMR, but protect you even better against Barons and plasma enemies, while leaving you a lot less vulnerable in melee. Plus you would still be able to apply an [[agility mod]] and [[bulk mod]] on top of that if you have Whizkid, when you would be limited to a single mod if you fireproofed it (and only if you did so after Whizkid 2, otherwise you can't mod it any farther at all). Then if you're lucky enough to also find a [[nano mod]], you could make it into [[Nanofiber skin armor]], or [[Cybernano armor]] if you're such a lucky bastard that you get an [[onyx mod]] too, which are both unquestionably the best usage of the vest. That said, if you are not investing in Whizkid, and want to maximize your protection against the VMR, fireproofing an Energy-shielded vest would give you the best fire protection possible outside of making a [[Fireshield]], finding the [[Lava Armor]], or being so lucky that you get the Inquisitor Set (which is [[Malek's Armor]] + [[Nyarlaptotep's Boots]]), though if you get an onyx mod alongside the vest in a run with no Whizkid, you should definitely just mod it with the onyx mod rather than fireproofing it.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Then there's the [[Energy-shielded vest]]. With its innate 50% fire resistance, fireproofing it will give you an armor with a whopping 80% fire resistance. Even with it having 1 point of protection, it'll reduce an [[Arch-vile]] blast down to a pitiful 3 damage, while it additionally has 50% plasma and [[acid]] resistance, so it'll protect well against Barons and plasma enemies. Best of all, it has no movement penalty nor knockback resistance either, so it won't slow you nor your rocket jumps down at all. However, you may be better off applying normal mods to it; with just a [[power mod]], it'll still protect you well against the VMR, but protect you even better against Barons and plasma enemies, while leaving you a lot less vulnerable in melee. Plus you would still be able to apply an [[agility mod]] and [[bulk mod]] on top of that if you have Whizkid, when you would be limited to a single mod if you fireproofed it (and only if you did so after Whizkid 2, otherwise you can't mod it any farther at all). Then if you're lucky enough to also find a [[nano mod]], you could make it into [[Nanofiber skin armor]], or [[Cybernano armor]] if you're such a lucky bastard that you get an [[onyx mod]] too, which are both unquestionably the best usage of the vest. That said, if you are not investing in Whizkid, and want to maximize your protection against the VMR, fireproofing an Energy-shielded vest would give you the best fire protection possible outside of making a [[Fireshield]], finding the [[Lava Armor]], or being so lucky that you get the Inquisitor Set (which is [[Malek's Armor]] + [[Nyarlaptotep's Boots]]), though if you get an onyx mod alongside the vest in a run with no Whizkid, you should definitely just mod it with the onyx mod rather than fireproofing it.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The [[Bullet-proof vest]], [[Medical armor]], and [[Ballistic vest]] are the remaining possible armors you can Fireproof, but they're all bad options that are worse than fireproofing a Blue armor. Well the Ballistic vest's great 50% resistance does mean <del class="diffchange diffchange-inline">your </del>melee resistance <del class="diffchange diffchange-inline">wouldn't go negative </del>after fireproofing, and it has no movement penalty, but the Blue armor's small plasma resistance and extra point of protection would still probably do you better for an emergency Fireproof armor. Also if you are getting Whizkid 2, the Ballistic vest works ''far'' '''''far''''' better as a base for Cerberus armor, being one of the best bases for it (while Medical armor would also work a lot better as Cerberus armor if you don't have any of the good <del class="diffchange diffchange-inline">bases </del>for it).</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The [[Bullet-proof vest]], [[Medical armor]], and [[Ballistic vest]] are the remaining possible armors you can Fireproof, but they're all bad options that are worse than fireproofing a Blue armor. Well the Ballistic vest's great 50% <ins class="diffchange diffchange-inline">melee </ins>resistance does mean <ins class="diffchange diffchange-inline">you will still have some </ins>melee resistance after fireproofing, and it has no movement penalty, but the Blue armor's small plasma resistance and extra point of protection would still probably do you better for an emergency Fireproof armor. Also if you are getting Whizkid 2, the Ballistic vest works ''far'' '''''far''''' better as a base for Cerberus armor, being one of the best bases for it (while Medical armor would also work a lot better as Cerberus armor if you don't have any of the good <ins class="diffchange diffchange-inline">base armors </ins>for it).</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===Farther modding===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===Farther modding===</div></td></tr>
</table>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3286&oldid=prevOmega Tyrant: Weird how I never addressed the Energy-shielded vest here, but added.2023-06-29T20:35:32Z<p>Weird how I never addressed the Energy-shielded vest here, but added.</p>
<a href="https://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3286&oldid=3217">Show changes</a>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3217&oldid=prevOmega Tyrant: What was I thinking when I tried saying a power mod wasn't helpful on fireproof red armor.2023-06-22T18:57:49Z<p>What was I thinking when I tried saying a power mod wasn't helpful on fireproof red armor.</p>
<a href="https://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3217&oldid=3027">Show changes</a>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=3027&oldid=prevOmega Tyrant at 21:00, 25 October 20172017-10-25T21:00:49Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 21:00, 25 October 2017</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Phaseshift armor]] will be just as effective as blue and Onyx armor for fire protection, meaning it too would be less effective than red armor. It does have some caveats though; unlike the other armors that give a stiff move speed penalty, it gives you a great +25% speed boost, and its +50% knockback boost will have your rocket jumps send you really flying. Plus it has an innate 30% melee resistance that will cancel out the -30% melee resistance fireproofing adds. So fireproofing Phaseshift armor would make a pretty good primary armor for moving around and exploring the map if you're not fortunate enough to have a nano mod to make it into one of the nano assemblies.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Phaseshift armor]] will be just as effective as blue and Onyx armor for fire protection, meaning it too would be less effective than red armor. It does have some caveats though; unlike the other armors that give a stiff move speed penalty, it gives you a great +25% speed boost, and its +50% knockback boost will have your rocket jumps send you really flying. Plus it has an innate 30% melee resistance that will cancel out the -30% melee resistance fireproofing adds. So fireproofing Phaseshift armor would make a pretty good primary armor for moving around and exploring the map if you're not fortunate enough to have a nano mod to make it into one of the nano assemblies.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Gothic armor]] has no innate fire resistance, so fireproofing it will make it 30%, but it has a massive innate <del class="diffchange diffchange-inline">7 </del>defense. Protection wise this outstrips a regular red armor by a large margin, and fares comparatively to fireproof red armor against fire attacks that deal less than 13 damage and not being too far behind against stronger fire attacks, while providing quite a bit more protection against non-fire attacks and having an innate 50% melee resistance that will you leave you with an acceptable 20% melee resistance after fireproofing. It additionally comes with a natural 200% durability, so that along with its <del class="diffchange diffchange-inline">nearly doubled </del>protection value over red armor will leave it a lot more resilient to Barons. It comes with two massive drawbacks though in its very severe -70% speed penalty and a -90% knockback penalty that will make your rocket jumps go nowhere. With such a severe movement penalty, you'll probably want to keep it for enclosed melee scenarios and not weaken that through fireproofing, while relying on Fireproof red armor for open firefights. Additionally, like the Onyx armor, using Gothic armor for Cerberus armor would work a lot better, as you would get great resistance against everything with that 200% durability, while getting a lot less severe speed and knockback penalty.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Gothic armor]] has no innate fire resistance, so fireproofing it will make it 30%, but it has a massive innate <ins class="diffchange diffchange-inline">6 </ins>defense. Protection wise this outstrips a regular red armor by a large margin, and fares comparatively to fireproof red armor against fire attacks that deal less than 13 damage and not being too far behind against stronger fire attacks, while providing quite a bit more protection against non-fire attacks and having an innate 50% melee resistance that will you leave you with an acceptable 20% melee resistance after fireproofing. It additionally comes with a natural 200% durability, so that along with its <ins class="diffchange diffchange-inline">greater </ins>protection value over red armor will leave it a lot more resilient to Barons. It comes with two massive drawbacks though in its very severe -70% speed penalty and a -90% knockback penalty that will make your rocket jumps go nowhere. With such a severe movement penalty, you'll probably want to keep it for enclosed melee scenarios and not weaken that through fireproofing, while relying on Fireproof red armor for open firefights. Additionally, like the Onyx armor, using Gothic armor for Cerberus armor would work a lot better, as you would get great resistance against everything with that 200% durability, while getting a lot less severe speed and knockback penalty.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Duelist armor]] is another 2 protection armor with no innate fire resistance. It does have a 50% melee resistance, which means you wouldn't go negative with fireproofing, but to nerf that great melee resistance for fire protection that is subpar to a red armor's is questionable. Additionally with that big melee resistance, its speed bonus of +15%, and a -15% knockback resistance (which also means worse rocket jumps), it's an ideal armor for closing gaps into melee range. So it's probably better to just add a P and/or A mod to it to better compliment your Fireproof red armor that will do the fire protection a lot better.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Duelist armor]] is another 2 protection armor with no innate fire resistance. It does have a 50% melee resistance, which means you wouldn't go negative with fireproofing, but to nerf that great melee resistance for fire protection that is subpar to a red armor's is questionable. Additionally with that big melee resistance, its speed bonus of +15%, and a -15% knockback resistance (which also means worse rocket jumps), it's an ideal armor for closing gaps into melee range. So it's probably better to just add a P and/or A mod to it to better compliment your Fireproof red armor that will do the fire protection a lot better.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===A final note===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>===A final note===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">If </del>you <del class="diffchange diffchange-inline">need to use an already </del>damaged <del class="diffchange diffchange-inline">armor for assembling Fireproof armor</del>, '<del class="diffchange diffchange-inline">''''apply the bulk mod first'''''. This will boost its </del>durability <del class="diffchange diffchange-inline">to over 100%, which </del>when you <del class="diffchange diffchange-inline">then </del>add the <del class="diffchange diffchange-inline">technical </del>mod <del class="diffchange diffchange-inline">to it to assemble, you will get a 100% healthy Fireproof armor</del>. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:59, 6 April 2017 (UTC)</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">The order </ins>you <ins class="diffchange diffchange-inline">apply the mods has no effect on the stats of the resulting assembly; even if your armor is </ins>damaged, <ins class="diffchange diffchange-inline">it</ins>'<ins class="diffchange diffchange-inline">ll still have full </ins>durability when <ins class="diffchange diffchange-inline">made fireproof regardless of if </ins>you add the <ins class="diffchange diffchange-inline">bulk </ins>mod <ins class="diffchange diffchange-inline">first or second</ins>. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:59, 6 April 2017 (UTC)</div></td></tr>
</table>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=2935&oldid=prevOmega Tyrant: /* Main Guide */2017-04-08T02:13:54Z<p><span dir="auto"><span class="autocomment">Main Guide</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 02:13, 8 April 2017</td>
</tr><tr><td colspan="2" class="diff-lineno">Line 9:</td>
<td colspan="2" class="diff-lineno">Line 9:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Probably the most essential assembly in the game after the [[Tactical boots]]. Ideally, you'll want to use [[Red armor]] to make this assembly, as with its innate 25% fire resistance, doing so will get you armor with  a hefty 55% fire resistance on top of a 4 protection value. Wearing Fireproof red armor makes [[Revenant]]s, [[Mancubus|Mancubi]], and [[Arch-vile]]s a hell of a lot less threatening, when you can be taking less than 5 points of damage from their fire attacks. No more will you have to fear suddenly losing more than half your health because you stepped into a Mancubus' sight. And if you don't have [[Dodgemaster]] nor are running a melee build, this armor will greatly nerf the threat of the [[Cyberdemon]] too, when this armor will bring its rocket that normally deal around 21 damage per hit down to 7-8 damage. This armor works tremendously well against the [[Lava elemental]] of course, and works just as effectively against [[John Carmack]]'s rockets.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Probably the most essential assembly in the game after the [[Tactical boots]]. Ideally, you'll want to use [[Red armor]] to make this assembly, as with its innate 25% fire resistance, doing so will get you armor with  a hefty 55% fire resistance on top of a 4 protection value. Wearing Fireproof red armor makes [[Revenant]]s, [[Mancubus|Mancubi]], and [[Arch-vile]]s a hell of a lot less threatening, when you can be taking less than 5 points of damage from their fire attacks. No more will you have to fear suddenly losing more than half your health because you stepped into a Mancubus' sight. And if you don't have [[Dodgemaster]] nor are running a melee build, this armor will greatly nerf the threat of the [[Cyberdemon]] too, when this armor will bring its rocket that normally deal around 21 damage per hit down to 7-8 damage. This armor works tremendously well against the [[Lava elemental]] of course, and works just as effectively against [[John Carmack]]'s rockets.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Don't ditch your other armors though once you get Fireproof red armor. One big drawback of it is that it has a -30% melee resistance, which means you will be taking about 2-4 more damage per melee hit, that will also lead to your fireproof armor taking more damage and weakening it for when you need it. Then it provides no additional protection against plasma, so [[Arachnotron]]s and other plasma-dealing enemies will still be hitting you and your armor decently hard. The bane of your fireproof armor though will be [[Baron of hell|Barons of Hell]], who will still be hitting <del class="diffchange diffchange-inline">your </del>hard as this provides no acid resistance, while their acid projectile deals double damage to your armor; as little as two hits from them can bring your 100% Fireproof red armor to below 50% durability, causing its protection and resistance to drop to half value, considerably softening you up for the VMR. All this considered, you'll want to keep something for when you're going to be in melee or dealing with plasma enemies, and wear any spare armor you can when dealing with Barons, so you can keep your Fireproof armor as healthy as you can for the VMR.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Don't ditch your other armors though once you get Fireproof red armor. One big drawback of it is that it has a -30% melee resistance, which means you will be taking about 2-4 more damage per melee hit, that will also lead to your fireproof armor taking more damage and weakening it for when you need it. Then it provides no additional protection against plasma, so [[Arachnotron]]s and other plasma-dealing enemies will still be hitting you and your armor decently hard. The bane of your fireproof armor though will be [[Baron of hell|Barons of Hell]], who will still be hitting <ins class="diffchange diffchange-inline">you </ins>hard as this provides no acid resistance, while their acid projectile deals double damage to your armor; as little as two hits from them can bring your 100% Fireproof red armor to below 50% durability, causing its protection and resistance to drop to half value, considerably softening you up for the VMR. All this considered, you'll want to keep something for when you're going to be in melee or dealing with plasma enemies, and wear any spare armor you can when dealing with Barons, so you can keep your Fireproof armor as healthy as you can for the VMR.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Another perk of Fireproof armor is that it works just as well at protecting you during rocket jumping. With Fireproof red armor, you will be taking scratch damage from rocket jumps, and knockback calculation uses the damage taken ''before'' resistance and armor is applied, so you'll be able to fly around with barely any cost. It also works just as well at mitigating explosion damage from exploding barrels, napalm barrels, and your own rockets, so if you're forced to be near barrels or need to use a rocket launcher in close quarters, Fireproof armor is ideal for such scenarios.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Another perk of Fireproof armor is that it works just as well at protecting you during rocket jumping. With Fireproof red armor, you will be taking scratch damage from rocket jumps, and knockback calculation uses the damage taken ''before'' resistance and armor is applied, so you'll be able to fly around with barely any cost. It also works just as well at mitigating explosion damage from exploding barrels, napalm barrels, and your own rockets, so if you're forced to be near barrels or need to use a rocket launcher in close quarters, Fireproof armor is ideal for such scenarios.</div></td></tr>
</table>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=2930&oldid=prevOmega Tyrant: /* Main Guide */2017-04-06T10:03:21Z<p><span dir="auto"><span class="autocomment">Main Guide</span></span></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:03, 6 April 2017</td>
</tr><tr><td colspan="2" class="diff-lineno">Line 9:</td>
<td colspan="2" class="diff-lineno">Line 9:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Probably the most essential assembly in the game after the [[Tactical boots]]. Ideally, you'll want to use [[Red armor]] to make this assembly, as with its innate 25% fire resistance, doing so will get you armor with  a hefty 55% fire resistance on top of a 4 protection value. Wearing Fireproof red armor makes [[Revenant]]s, [[Mancubus|Mancubi]], and [[Arch-vile]]s a hell of a lot less threatening, when you can be taking less than 5 points of damage from their fire attacks. No more will you have to fear suddenly losing more than half your health because you stepped into a Mancubus' sight. And if you don't have [[Dodgemaster]] nor are running a melee build, this armor will greatly nerf the threat of the [[Cyberdemon]] too, when this armor will bring its rocket that normally deal around 21 damage per hit down to 7-8 damage. This armor works tremendously well against the [[Lava elemental]] of course, and works just as effectively against [[John Carmack]]'s rockets.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Probably the most essential assembly in the game after the [[Tactical boots]]. Ideally, you'll want to use [[Red armor]] to make this assembly, as with its innate 25% fire resistance, doing so will get you armor with  a hefty 55% fire resistance on top of a 4 protection value. Wearing Fireproof red armor makes [[Revenant]]s, [[Mancubus|Mancubi]], and [[Arch-vile]]s a hell of a lot less threatening, when you can be taking less than 5 points of damage from their fire attacks. No more will you have to fear suddenly losing more than half your health because you stepped into a Mancubus' sight. And if you don't have [[Dodgemaster]] nor are running a melee build, this armor will greatly nerf the threat of the [[Cyberdemon]] too, when this armor will bring its rocket that normally deal around 21 damage per hit down to 7-8 damage. This armor works tremendously well against the [[Lava elemental]] of course, and works just as effectively against [[John Carmack]]'s rockets.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Don't ditch your other armors though once you get Fireproof red armor. One big drawback of it is that it has a -30% melee resistance, which means you will be taking about 2-4 more damage per melee hit, that will also lead to your fireproof armor taking more damage and weakening it for when you need it. Then it provides no additional protection against plasma, so [[Arachnotron]]s and other plasma-dealing enemies will still be hitting you and your armor decently hard. The bane of your fireproof armor though will be [[Baron of hell|Barons of Hell]], who will still be hitting your hard as this provides no acid resistance, while their acid projectile deals double damage to your armor; as little as two hits from them can bring your 100% Fireproof red armor to below 50% durability, causing its protection and resistance to drop to half value, considerably softening you up for the VMR. <del class="diffchange diffchange-inline">So all </del>this considered, you'll want to keep something for when you're going to be in melee or dealing with plasma enemies, and wear any spare armor you can when dealing with Barons, so you can keep your Fireproof armor as healthy as you can for the VMR.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Don't ditch your other armors though once you get Fireproof red armor. One big drawback of it is that it has a -30% melee resistance, which means you will be taking about 2-4 more damage per melee hit, that will also lead to your fireproof armor taking more damage and weakening it for when you need it. Then it provides no additional protection against plasma, so [[Arachnotron]]s and other plasma-dealing enemies will still be hitting you and your armor decently hard. The bane of your fireproof armor though will be [[Baron of hell|Barons of Hell]], who will still be hitting your hard as this provides no acid resistance, while their acid projectile deals double damage to your armor; as little as two hits from them can bring your 100% Fireproof red armor to below 50% durability, causing its protection and resistance to drop to half value, considerably softening you up for the VMR. <ins class="diffchange diffchange-inline">All </ins>this considered, you'll want to keep something for when you're going to be in melee or dealing with plasma enemies, and wear any spare armor you can when dealing with Barons, so you can keep your Fireproof armor as healthy as you can for the VMR.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Another perk of Fireproof armor is that it works just as well at protecting you during rocket jumping. With Fireproof red armor, you will be taking scratch damage from rocket jumps, and knockback calculation uses the damage taken ''before'' resistance and armor is applied, so you'll be able to fly around with barely any cost. It also works just as well at mitigating explosion damage from exploding barrels, napalm barrels, and your own rockets, so if you're forced to be near barrels or need to use a rocket launcher in close quarters, Fireproof armor is ideal for such scenarios.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Another perk of Fireproof armor is that it works just as well at protecting you during rocket jumping. With Fireproof red armor, you will be taking scratch damage from rocket jumps, and knockback calculation uses the damage taken ''before'' resistance and armor is applied, so you'll be able to fly around with barely any cost. It also works just as well at mitigating explosion damage from exploding barrels, napalm barrels, and your own rockets, so if you're forced to be near barrels or need to use a rocket launcher in close quarters, Fireproof armor is ideal for such scenarios.</div></td></tr>
</table>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=2929&oldid=prevOmega Tyrant at 09:59, 6 April 20172017-04-06T09:59:54Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 09:59, 6 April 2017</td>
</tr><tr><td colspan="2" class="diff-lineno">Line 7:</td>
<td colspan="2" class="diff-lineno">Line 7:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Main Guide ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Main Guide ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>''<del class="diffchange diffchange-inline">(v 0</del>.<del class="diffchange diffchange-inline">9</del>.<del class="diffchange diffchange-inline">9</del>.<del class="diffchange diffchange-inline">5)</del>'' <del class="diffchange diffchange-inline">This assembly </del>always <del class="diffchange diffchange-inline">sets </del>the knockback to -20%, so in a <del class="diffchange diffchange-inline">sense </del>it is also <del class="diffchange diffchange-inline">like </del>a <del class="diffchange diffchange-inline">"grappling </del>armor<del class="diffchange diffchange-inline">" </del>assembly. <del class="diffchange diffchange-inline">This </del>is a great <del class="diffchange diffchange-inline">way </del>to <del class="diffchange diffchange-inline">improve </del>[[<del class="diffchange diffchange-inline">Phaseshift </del>armor]]<del class="diffchange diffchange-inline">, </del>as <del class="diffchange diffchange-inline">knockback improves from +50</del>% to <del class="diffchange diffchange-inline">-20</del>%. [[User:<del class="diffchange diffchange-inline">GrimmC</del>|<del class="diffchange diffchange-inline">GrimmC</del>]] <del class="diffchange diffchange-inline">00</del>:<del class="diffchange diffchange-inline">12</del>, <del class="diffchange diffchange-inline">10 January 2012 </del>(<del class="diffchange diffchange-inline">CET</del>)</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Probably the most essential assembly in the game after the [[Tactical boots]]. Ideally, you</ins>'<ins class="diffchange diffchange-inline">ll want to use [[Red armor]] to make this assembly, as with its innate 25% fire resistance, doing so will get you armor with  a hefty 55% fire resistance on top of a 4 protection value. Wearing Fireproof red armor makes [[Revenant]]s, [[Mancubus|Mancubi]], and [[Arch-vile]]s a hell of a lot less threatening, when you can be taking less than 5 points of damage from their fire attacks. No more will you have to fear suddenly losing more than half your health because you stepped into a Mancubus</ins>' <ins class="diffchange diffchange-inline">sight</ins>. <ins class="diffchange diffchange-inline">And if you don't have [[Dodgemaster]] nor are running a melee build, this armor will greatly nerf the threat of the [[Cyberdemon]] too, when this armor will bring its rocket that normally deal around 21 damage per hit down to 7-8 damage</ins>. <ins class="diffchange diffchange-inline">This armor works tremendously well against the [[Lava elemental]] of course, and works just as effectively against [[John Carmack]]'s rockets</ins>.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Don</ins>'<ins class="diffchange diffchange-inline">t ditch your other armors though once you get Fireproof red armor. One big drawback of it is that it has a -30% melee resistance, which means you will be taking about 2-4 more damage per melee hit, that will also lead to your fireproof armor taking more damage and weakening it for when you need it. Then it provides no additional protection against plasma, so [[Arachnotron]]s and other plasma-dealing enemies will still be hitting you and your armor decently hard. The bane of your fireproof armor though will be [[Baron of hell|Barons of Hell]], who will still be hitting your hard as this provides no acid resistance, while their acid projectile deals double damage to your armor; as little as two hits from them can bring your 100% Fireproof red armor to below 50% durability, causing its protection and resistance to drop to half value, considerably softening you up for the VMR. So all this considered, you</ins>'<ins class="diffchange diffchange-inline">ll want to keep something for when you're going to be in melee or dealing with plasma enemies, and wear any spare armor you can when dealing with Barons, so you can keep your Fireproof armor as healthy as you can for the VMR.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Another perk of Fireproof armor is that it works just as well at protecting you during rocket jumping. With Fireproof red armor, you will be taking scratch damage from rocket jumps, and knockback calculation uses the damage taken ''before'' resistance and armor is applied, so you'll be able to fly around with barely any cost. It also works just as well at mitigating explosion damage from exploding barrels, napalm barrels, and your own rockets, so if you're forced to be near barrels or need to use a rocket launcher in close quarters, Fireproof armor is ideal for such scenarios.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">===Which armor to use as a base?===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Red armor is the obvious choice as covered prior, and you're guaranteed one at Phobos Anomaly, while you're likely to have a bulk and technical mod to make it, ensuring you can have one before VMR show up and before the Cyberdemon. And Red armor isn't too uncommon to find otherwise, but lets look at the other options anyway.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Fireproof blue armor will result in an armor with 2 defense, 20% plasma resistance, and 30% fire resistance; this will give you something that provides decent defense against VMR, while also giving you some plasma resistance. However the plasma resistance isn't significant enough to make that much of a difference against plasma attacks compared to red armor, especially against Arachnotrons who will be your main plasma threat; and it wouldn't protect you more against fire attacks than normal red armor would, while with the lower defense, you'll probably take more melee damage wearing it than you would wearing nothing. If you somehow lost your red armor from the Anomaly and can't find a replacement, or are doing Angel of 100/666 and still haven't found a red armor when VMR start showing up, fireproofing a blue armor would still be acceptable as an emergency stopgap to have better protection against the VMR, but even then unless you have spare bulk and technical mods on hand, you might want to try holding out a couple more levels for a red armor before spending your mods on your blue armor.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Needless to say, green armor would be a waste, when you're going to have plenty of blue armor around to use.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">For exotic armors, an [[Onyx armor]] will give you a 2 defense armor with 30% fire resistance that has infinite durability. Still not more effective than normal red armor, while having an even worse move speed penalty, and you would be a lot better off turning that Onyx armor into [[Cerberus armor]]. If your master trait blocks Whiz Kid though, you don't want to invest two levels into it, or you're not doing Angel of 100/666 and it's too late in the game to gather the mods needed for Cerberus armor, making a Fireproof Onyx armor if you got the mods to spare isn't a bad idea to ensure you will </ins>always <ins class="diffchange diffchange-inline">have some sort of decent fire protection when your Fireproof red armor gets weared down.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">[[Phaseshift armor]] will be just as effective as blue and Onyx armor for fire protection, meaning it too would be less effective than red armor. It does have some caveats though; unlike </ins>the <ins class="diffchange diffchange-inline">other armors that give a stiff move speed penalty, it gives you a great +25% speed boost, and its +50% </ins>knockback <ins class="diffchange diffchange-inline">boost will have your rocket jumps send you really flying. Plus it has an innate 30% melee resistance that will cancel out the -30% melee resistance fireproofing adds. So fireproofing Phaseshift armor would make a pretty good primary armor for moving around and exploring the map if you're not fortunate enough </ins>to <ins class="diffchange diffchange-inline">have a nano mod to make it into one of the nano assemblies.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">[[Gothic armor]] has no innate fire resistance, so fireproofing it will make it 30%, but it has a massive innate 7 defense. Protection wise this outstrips a regular red armor by a large margin, and fares comparatively to fireproof red armor against fire attacks that deal less than 13 damage and not being too far behind against stronger fire attacks, while providing quite a bit more protection against non</ins>-<ins class="diffchange diffchange-inline">fire attacks and having an innate 50% melee resistance that will you leave you with an acceptable </ins>20% <ins class="diffchange diffchange-inline">melee resistance after fireproofing. It additionally comes with a natural 200% durability</ins>, so <ins class="diffchange diffchange-inline">that along with its nearly doubled protection value over red armor will leave it a lot more resilient to Barons. It comes with two massive drawbacks though </ins>in <ins class="diffchange diffchange-inline">its very severe -70% speed penalty and </ins>a <ins class="diffchange diffchange-inline">-90% knockback penalty that will make your rocket jumps go nowhere. With such a severe movement penalty, you'll probably want to keep </ins>it <ins class="diffchange diffchange-inline">for enclosed melee scenarios and not weaken that through fireproofing, while relying on Fireproof red armor for open firefights. Additionally, like the Onyx armor, using Gothic armor for Cerberus armor would work a lot better, as you would get great resistance against everything with that 200% durability, while getting a lot less severe speed and knockback penalty.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">[[Duelist armor]] </ins>is <ins class="diffchange diffchange-inline">another 2 protection armor with no innate fire resistance. It does have a 50% melee resistance, which means you wouldn't go negative with fireproofing, but to nerf that great melee resistance for fire protection that is subpar to a red armor's is questionable. Additionally with that big melee resistance, its speed bonus of +15%, and a -15% knockback resistance (which </ins>also <ins class="diffchange diffchange-inline">means worse rocket jumps), it's an ideal armor for closing gaps into melee range. So it's probably better to just add </ins>a <ins class="diffchange diffchange-inline">P and/or A mod to it to better compliment your Fireproof red </ins>armor <ins class="diffchange diffchange-inline">that will do the fire protection a lot better.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">===Farther modding===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Since Fireproof red armor is a basic </ins>assembly <ins class="diffchange diffchange-inline">you'll want asap, it might not be advisable to put off making it before getting Whiz Kid 2 to put an extra mod on it</ins>. <ins class="diffchange diffchange-inline">But if you get Whiz Kid 2 and aren't too late into the game or are doing Angel of 100/666, you should definitely make another Fireproof red armor that you can then add a mod to. For the available options:</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">An agility mod would be very beneficial for a Fireproof red armor, as it would turn that steep -20% speed penalty to a barely noticeable -5% penalty, solving one of two significant drawbacks of it. If you decide to make a Fireproof Gothic armor, an agility mod </ins>is <ins class="diffchange diffchange-inline">an obvious choice, but with it turning that ridiculously steep -70% speed to </ins>a <ins class="diffchange diffchange-inline">still really really bad -55%, it's questionable if trying to salvage its speed is a lost cause in lieu of jacking up its defense farther with a power mod.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">A power mod is an alright choice to strengthen your fire protection even farther, but since Fireproof red armor already protects so well, you'll get more mileage out of improving its speed or durability than trying to take a couple less points of damage per hit. If you decide to fireproof a blue, Onyx, Phaseshift, or Duelist armor however, you should probably use a power mod on them to beef up their fire protection a bit farther while improving their ability to protect in general.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">A bulk mod adds 100% maximum durability, so adding it to your Fireproof red armor really helps in keeping its protection up and mitigating the damage Barons do to it, but dropping the already steep speed penalty by 10% hurts. It depends on your build if you would rather have the much better durability or much better speed, but if you can afford the inventory slots and expenditure of mods, it wouldn't be a bad idea to have one Fireproof red armor you applied an A mod to while having another with a B mod, especially if you're playing on Ao100/666.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">A technical mod would be completely counterproductive, when increasing your knockback resistance limits your rocket jumps' distance, and Fireproof armor is the armor you're going to want to be wearing when rocket jumping.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">An onyx mod would give your armor infinite durability, ridding you of durability concerns while not costing you any more speed like a bulk mod does. So if you value your Fireproof armor more than the rest of the armor you have and it doesn't already have a mod, use the onyx mod on it. Alternatively though, you could use that onyx mod instead to make a [[Fireshield]] that will leave you nigh-invulnerable to fire attacks.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">A nano mod would be </ins>great<ins class="diffchange diffchange-inline">, also pretty much solving durability issues by giving you Fireproof armor that regenerates, but there are many other better ways you can put a nano mod </ins>to <ins class="diffchange diffchange-inline">use. Just basic armor wise, you could make a </ins>[[<ins class="diffchange diffchange-inline">Power armor|Powered Red </ins>armor]] <ins class="diffchange diffchange-inline">that is just about </ins>as <ins class="diffchange diffchange-inline">effective at fire protection as Fireproof red armor, while providing one more point of protection against all attacks, adding a 25</ins>% <ins class="diffchange diffchange-inline">melee resistance instead of weakness, eliminating the speed penalty altogether, and regenerating durability on top of that. So if you get a nano mod and want regenerating Fireproof armor, Powered red armor is a completely superior usage of that nano mod.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">===A final note===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">If you need </ins>to <ins class="diffchange diffchange-inline">use an already damaged armor for assembling Fireproof armor, '''''apply the bulk mod first'''''. This will boost its durability to over 100</ins>%<ins class="diffchange diffchange-inline">, which when you then add the technical mod to it to assemble, you will get a 100% healthy Fireproof armor</ins>. [[User:<ins class="diffchange diffchange-inline">Omega Tyrant</ins>|<ins class="diffchange diffchange-inline">Omega Tyrant</ins>]] <ins class="diffchange diffchange-inline">([[User talk</ins>:<ins class="diffchange diffchange-inline">Omega Tyrant|talk]]) 09:59</ins>, <ins class="diffchange diffchange-inline">6 April 2017 </ins>(<ins class="diffchange diffchange-inline">UTC</ins>)</div></td></tr>
</table>Omega Tyranthttps://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=1909&oldid=prevShark20061: Added version info, stratswitch, and major changes.2012-03-09T06:04:51Z<p>Added version info, stratswitch, and major changes.</p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 06:04, 9 March 2012</td>
</tr><tr><td colspan="2" class="diff-lineno">Line 1:</td>
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<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>This assembly always sets the knockback to -20%, so in a sense it is also like a "grappling armor" assembly. This is a great way to improve [[Phaseshift armor]], as knockback improves from +50% to -20%. [[User:GrimmC|GrimmC]] 00:12, 10 January 2012 (CET)</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">{{infostrat switch}}</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">== Major Changes in 0.9.9.6 ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Fireproof Armor also has -30% melee resistance and no longer affects the knockback value.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">== Main Guide ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">''(v 0.9.9.5)'' </ins>This assembly always sets the knockback to -20%, so in a sense it is also like a "grappling armor" assembly. This is a great way to improve [[Phaseshift armor]], as knockback improves from +50% to -20%. [[User:GrimmC|GrimmC]] 00:12, 10 January 2012 (CET)</div></td></tr>
</table>Shark20061https://drl.chaosforge.org/w/index.php?title=Strategy:Fireproof_armor&diff=1560&oldid=prevGrimmC: Created page with "This assembly always sets the knockback to -20%, so in a sense it is also like a "grappling armor" assembly. This is a great way to improve Phaseshift armor, as knockback imp..."2012-01-09T23:12:39Z<p>Created page with "This assembly always sets the knockback to -20%, so in a sense it is also like a "grappling armor" assembly. This is a great way to improve <a href="/wiki/Phaseshift_armor" title="Phaseshift armor">Phaseshift armor</a>, as knockback imp..."</p>
<p><b>New page</b></p><div>This assembly always sets the knockback to -20%, so in a sense it is also like a "grappling armor" assembly. This is a great way to improve [[Phaseshift armor]], as knockback improves from +50% to -20%. [[User:GrimmC|GrimmC]] 00:12, 10 January 2012 (CET)</div>GrimmC