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Myth: Hidden AR (+100)


Dalthire

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As the title starts off, I've come to a slowly built up conclusion that the mythical hidden AR (+100) doesn't actually exist.

 

Over the course of two weeks now, I've been searching and asking and quizzing and digging and filtering on my never ending quest to find the fabled hidden AR of Skyrim. For those of you reading this, many of you know of the 567 Armor Rating Cap, This cap is actually a solid 80% damage resistance, giving you 0.12% damage Res for each 1 AR.

 

To put this into context, it means that if you have:

 

100 AR, you have 12% damage resistance.

 

667(AR) * 0.12 = 80(%)

 

However! There is word of mouth, stating that there is a hidden 100 AR given to players when they have a full set of armor on. I am unsure if they state that the set has to be the same type, of the same weight-class. Opinions appear to be divided. However, what remains true, is that you don't see this stat in-game. Nope.

 

Speculation:

This hidden AR doesn't exist, and the AR-Cap is 667, not 567 (When talking about 567, we mean what you can see in-game). And that the actual 100% which is said to be broken up into "25-AR per item worn", was actually misinterpreted for the 25% bonus in the perk tree. So far, there has been no success inf finding any script or setting that deals with this value.

 

 

Question:

Can you confirm that the hidden AR exists?

How did you do it?

Do you know where it's hidden, within the CK?

Is it really just a hear-say myth?

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Personally, I'd trust what's on the UESP Wiki page regarding Armor Rating ... So far no one has bashed them for being wrong (AFAIK)

UESP Armor Wiki

 

There are also so many script packages in the CK, it would be near impossible to find, unless you either 1) have to much time on your hands or 2) Are familiar with where in the CK to look (i.e you work for Bugthesda)

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Finding the script is one way, or you can just set up an experiment in the CK to see what happens when you operate two different sets of armor.

 

For instance, give your player a visible armor rating of anything (say 100) with an Amulet. - Control Group

 

Then, create a set of armor that whose visible sum is the same as the amulet (this case, 25 points each). - Experimental Group

 

The Amulet is not armor, and will not fall under the category of gaining the hidden armor rating, whether there is one or not. With no perks, and Armor level at a particular level (in this case, probably 0 or 1, whichever is workable) to see if there actually is a difference in the damage each takes.

 

This you can do with a customized trap activated by a lever. If you can control the amount of damage taken from this, you can check your own health to see which if the damage caused is equal, or if the armor actually provides better protection.

 

Bonus: If you find someway to disable Health regeneration, that would be even easier to test, since you wouldn't have to worry about regeneration fowling up your numbers as you read them.

Edited by DaedalusMachina
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