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Armor is a type of equipment worn as protection against damage. The amount of damage mitigated varies based on the type of damage dealt, protection and resistance of the armor. All armor types can be worn by any profession upon reaching CL22.

Armor types[]

Most armor types consist of nine pieces: helmet, chestpiece, left and right bicep and bracers, gloves, leggings, and boots. Some species cannot equip gloves or boots. However, gloves and boots offer no protection since damage cannot be dealt to hands or feet. All crafted armor pieces can have a socket for a skill enhancing attachment including gloves and boots.

There are three armor categories: Assault, Battle and Reconnaissance. Each category of armor provides differing protections for energy damage and kinetic damage. Generally, ranged attacks deal energy damage (including lightsabers) and melee attacks deal kinetic damage.

Armor types
Assault armor Battle armor Reconnaissance armor
  • Greater kinetic protection
  • Lesser energy protection
  • Bonus Acid and Fire DOT resistance
  • Equal kinetic and energy protection
  • Bonus Energy and Poison DOT resistance
  • Greater energy protection
  • Lesser kinetic protection
  • Bonus Bleeding and Disease DOT resistance
Faction
Non-faction
Profession restricted
Species restricted
Main article: Faction armor
Main article: Personal shield generator

Armor stats[]

Armor levels[]

Each armor type has three levels: basic, standard and advanced. This level is determined by the armor core used by the Smith to craft the piece. Basic cores may carry 0-4 layers, standard 0-8, and advanced 0-12. The addition of quality layers will increase the protection of the piece, possibly up to the cap of the core. However, crafting high quality layers requires many specialized resources, some of which are very rare. There are several different layer types that target various categories of protection values.

Damage reduction[]

There are two general damage and four additional elemental damage types. All weapons do either energy damage or kinetic damage, with some weapons doing some additional elemental damage. The four elemental damage types are electricity, acid, heat, and cold.

Armor protection stats range from 0 to 7600, though higher ratings can be achived through a combination of expertise and buffs. If an armorsmith experiments to improve the protection of one damage type, the armor will naturally have poorer protection for the opposite damage type. For example, an armor piece can have improved heat damage protection at the cost of the cold damage protection.

Elemental protection DOT resistance
Acid protection Acid, Poison
Cold protection Bleeding, Disease
Electricity protection Electricity
Heat protection Fire


Armor value and actual percent damage reduction[]

As pulled from NGE Source Code, Protection under 2000 is equal to AR/10000.

Armor above 2000 follows the formula:

Protection = 0.2 + ((AR - 2000) / (100 + ((AR - 2000) / 100))/ 100)

You can also estimate your armor's effectiveness based on the following table:

Armor Rating Percent damage reduction
1000 10%
2000 20.0%
3000 29.09%
4000 36.67%
5000 43.08%
6000 48.57%
7000 53.33%
8000 57.5%
9000 61.18%
10000 64.44%

Armor observes diminishing returns that result in all armor above 10k gradually proceeding to ~8.3% reduced observed damage taken per 1000 extra armor. Observed damage taken refers to change in damage taken from previous tier - with a change of 9.8% Observed DR going from 7000 to 8000 armor, a 100 damage hit at 7000 armor will be reduced to 90.2% of that 100 damage, for a total of 90.2 damage taken after armor at 8000.

Armor Rating Change in Damage Taken vs Previous Row
1000
2000 -12.5%
3000 -12.82%
4000 -11.96%
5000 -11.26%
6000 -10.68%
7000 -10.2%
8000 -9.8%
9000 -9.46%
10000 -9.19%
11000 -8.96%
12000 -8.77%
13000 -8.62%
14000 -8.5%
15000 -8.42%
16000 -8.36%
17000 -8.33%
18000 -8.33%
19000 -8.36%

Buying armor[]

Armor can be found through a bazaar search under Armor:(type of piece) - for example Armor:Headpiece. Using the Vendor Location option and setting the range to the entire galaxy will bring up all armor for sale in the galaxy that is being sold as individual pieces. Additionaly, some established smiths sell the armor in a pack, usually labeled with the name and resistances and color. These can not be found easily through the vendor search; you'll just have to go to their shop. Since the NGE, layered armor has been fashionable. Unlayered armor is very effective and much, much less expensive.

Looted armor[]

Armor can now be looted in various styles and colors. Looted armor often has additional bonuses, such as agility, stamina, etc. A major drawback to looted armor is that it comes in a wide variety of colors and has considerably lower armor than it's crafter counterparts.

Collecting a full suit of loot armor with +48 agility is possible, but collecting a matching suit is considerably more difficult.

Notes[]

  • All pre-CU crafted armor gloves and boots retained any sockets they had before Combat Upgrade conversion. All pre-CU crafted armor has the option to be re-fitted into a different armor type to ensure the owner is still able to wear a bought armor set. These re-fitted armor pieces have fairly low stats.'
  • Some armor must be 'biolinked' before it can be equipped.

See also[]


Equipment
Armor Assault  ·  Battle  ·  Reconnaissance  ·  Faction  ·  Cybernetics
Clothing Jedi (robes, cloaks)  ·  Ithorian  ·  Wookiee ·  Wearable containers
Jewelry Necklaces  ·  Bracelets  ·  Rings  ·  Sets
Weapons
Melee weapons Unarmed  ·  One-handed  ·  Two-handed  ·  Polearms  · Lightsabers
Ranged weapons Pistols  ·  Carbines  ·  Rifles  ·  Heavy
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