Hello guyz! Can someone explain me whats the diference between them? I mean, if i want to build a Shieldbro Ork, what should I serach for, Armor, Health or Toughness? What type of damage reduction or good things give each one and against what type of weapon?? It is a question that was in my head for a while and I cant find ingame any reference while building my characters. Thank you!
Toughness: reduce damage incoming. Armor: Protects your HP. For having reaction time to first hits. Health: Survive one more hit, protection against DoTs, lifesteal, regenerative effects Stamina: You can evade and being invulnerable for few seconds. As an ork i usually go for toughness and health. Shielbro (slugga) have most armour than the others classes.
I've been playing this game since before release and I'm still not entirely sure. This is something that really needs to be addressed - there are far too many systems and way too much information that is hidden. This can (and has I'm sure) put new players off as it is confusing and leads to mistakes by trial and error, which isn't fun for everyone. As the game currently stands, there is little reason to stack Health, Armour or Toughness. The TTK and HTK difference between a player who stacks these and one who doesn't is minimal to non-existent. However FYI what each do; Armour - is the yellow bar that regens by itself after a period and forms part of your effective health. Health - is the red bar that doesn't regen by itself (though you can be healed by a healing class) and forms part of your effective health. If both of these drop to 0, you are downed or killed outright depending on the damage taken. Toughness - *I believe* is an overall damage reduction stat that applies to certain weapons. I'm not sure how the damage mitigation works now and as I say certain weapons (power weapons and others with high penetration such as Plasma) ignore it. If you're building an Ork you're in luck as you can technically make the more survivable character (in terms of pure stats). I would stack armour and health if I were you but no doubt you'll be adding toughness doing so as an Ork anyway. Don't add toughness where you could add actual Armour or Health would be my advice and generally Health costs less to add (because it doesn't regen). Also be careful of the shield, its hitbox is not as it seems.
As far as I understand it, toughness is compared to the attackers penetration. If your toughness is higher than the attacking penetration, you get damage mitigation depending on how much more toughness you got. No idea on the numbers though.
http://forum.eternalcrusade.com/threads/weapon-options-mkii-and-toughness.60943/ Second post on the first page, with the equation and a quick reference chart. Sorry that the play numbers are outdated, I won't have a chance to look through and update for a long time, but the basic formula is the same.
I think Armor is just hit points that regenerate when out of combat. Most sci-fi games would call them "shields" but WH40k lore nixes that idea so they called it "armor" instead and expected players to believe that armor repairs itself during a battle. Since it's WH40k, it was a pretty safe bet no one would call them on it.
Armor regenerates after a specific delay of not taking armor/health damage(5 second base, I believe it is now), health does not regenerate unless you are hit with a healing spell/grenade/syringe, and Toughness is damage reduction based on a formula. For Space Marine Ground Assaults, I take Armor and regen. This is because my armor can regenerate while my shield takes damage. Orks would be similar, I would imagine, so taking the first tier of upgraded armor with some extra regen would be best IMO. It all depends on your playstyle, but that's mine.