Resistance

For building resistances see Building resistance.

Damage types
Each damage source in LIF belongs to one of the 5 damage types: slashing, piercing, chopping, blunt or siege. The typical examples for sources of slashing are swords, pikes for piercing, axes for chopping, maces for blunt, however there are many different weapons each with its nuances.

Wearing armor allows one to raise resistances. Their meaning is straightforward: X% resistance means that X% of the damage of the corresponding type will not happen. When a damage source hits a character, it hits a certain part of the body ragdoll; only the resistance of the corresponding piece of armor is checked. For example, wearing pants will not help you to resist a blow aimed to your head. Resistance of a piece of armor depends on its quality (rumour says that quality capped by your skill) and its current durability.

Armor resistances
The following table illustrates resistances of all types of armor at quality 100 (and provides additionally total weight and fragility of the armor). The value for lower quality is multiplied by (0.7+0.3*Quality/100), which means that 70% of resistance is granted for free and other 30% depend on the quality.

The following table illustrates resistances of all types of armor at quality 50 level, as they are presented in the descriptions of the corresponding skills.

Armor usefulness
The value of resistance may be misguiding for a person not used to mathematics. For example, it would be easy to think that 80% resistance is twice better than 40% (of the same type). This is far from truth: 80% resistance means that only 20% damage reaches you, whereas 40% resistance means that 60% damage reaches you. Thus, the second one makes you receive 3 times more damage than the first one, so it is in some sense 3 times worse. If you imagine someone slowly but steadily damaging you with a fixed damage type, you will live thrice longer with 80% resistance armor than 40%.

That being said, it makes sense to consider not the resistance X%, but the vulnerability (100-X)%, or, even better, the inverse value 100/(100-X). Below is the table of this value for 100q armor.