User:Trocyte V./IG Armor Page

In Infinite Generation, the player is able to outfit themselves with a vast collection of armor pieces to bolster their defense and support their offensive capabilities in combat.

Overview
In the player's inventory, armor is mapped to five slots, with most perks categorized accordingly: Unlike most RPGs, a sizable amount of armor sets are classless sans backpacks, though plenty of class-specific armor sets do exist as well.
 * Helmets, which contain targeting and ammo finder perks,
 * Arms, which contain reload speed perks and perks related to handheld interactions,
 * Chest armor, which contains ammo reserve and anti-flinch perks,
 * Legs, which contain handling and ammo scavenger perks, and
 * Backpacks, which contain most other ability-related perks.

Perk & Stat Allocation
When an armor piece drops, it is initially blank in terms of perks; said perks must be unlocked through gameplay before being inserted into one of five slots, which is further restricted according to the following: Additionally, armor pieces will contain randomly-assigned point values (maximum 25) for the following stats: The total amount of points allocated to all six slots is dependent on the source of the armor piece; typically speaking, the difficulty of the encounter is directly proportional to the average point total of armor drops. The full range of total points ranges between 40 and 65, which is increased to 62-87 when a stat amplifier mod is inserted and the armor piece is fully upgraded.
 * Slot one contains damage resistance, stat amplifier, and currency generation perks. The perks in this pool are universal to all armor slots.
 * Slots two and three contain all perks specific to the given armor slot.
 * Slot four contains general mods that augment a user's combat style and grant new classless abilities that would otherwise be too weak or too generalist to be part of a Mythic item.
 * Slot five contains mods from and for specific gamemodes and encounters. Its exact compatibility is dependent on where the armor was originally obtained.
 * Mobility: How fast you can move and how high you can jump. Controls the class ability cooldown of Eclipse Phase users.
 * Defense: Your maximum effective health. Controls the class ability cooldown of Tachyon Phase users.
 * Regeneration: How fast you recover from wounds. Controls the class ability cooldown of Agios Phase users.
 * Potential: How fast your ultimate ability regenerates.
 * Strength: How fast your melee ability regenerates.
 * Dexterity: How fast your throwable ability regenerates.

While point distribution is by default random, they are weighted to slightly favor the stat affecting the recharge rate of the class ability for the player receiving a drop. Certain conditions can reassign this weighting and increase its bearing on stat distribution, such as key items for Arena modes.

Upgrading
When inserting perks into an armor piece, all of the slotted perks will cost energy points that must fit under a maximum capacity, ranging from one to ten points total. The amount of points an armor pieces starts with upon acquisition varies, but can be upgraded further. Generally speaking, upgrading up to five points requires only petty cash, up to seven requires a small amount of basic upgrade materials, and up to ten requires more expensive advanced upgrade materials.

Upon reaching ten points, two points will be applied to all six stat values on the armor piece.

Aesthetics
Like weapons, armor can be colored using palettes, and their models can be changed through ornaments. Additionally, once the World of Heroes is fully unlocked, armor can be transmogrified after obtaining a copy of the custom Mirage Colloid drive Night Cap uses on his Astray Mirage Frame and enhancing it with a purified Dummy Memory, enabling it to take on the appearance of any other specific armor piece in the same slot while still retaining its stats, upgrades, and fifth slot compatibilities.

Armor Perks
As mentioned in the breakdown above, there are many different types of perks that can be inserted into the blank sockets of armor pieces to improve various parts of the player's combat performance and even grant unique abilities that can turn the tide of battle if rationed accordingly. In detail, these perks consist of the following:

Generic Perks

 * Resistance: Grants 25% resistance to specific elements and ranges of enemy fire. This perk can only stack twice and provides a diminishing return when doing so for a total of 40% resistance. Socketing a third resistance perk will cause only the two top-most socketed resistance perks to work.
 * Stat Amplifier: Boosts the corresponding armor stat on the piece by 5/10 points, depending on the cost of the perk used.
 * Targeting: Improves the aim assist and bullet magnetism of the chosen weapon type.
 * Ammo Finder: Matching ammo pickups drop slightly more often when equipped with the chosen weapon type.
 * Reloader: Improves reload speed for the chosen weapon type.
 * Handheld Regenerators: Tossing a throwable or dealing melee damage helps recharge other abilities by a flat amount depending on what perk of this type is equipped.
 * Reserves: Increases reserve size for the chosen weapon type.
 * Anti-flinch: Reduces aim flinch when using the chosen weapon type.
 * Handling: Boosts the handling stat of the chosen weapon type, allowing them to be drawn, aimed, and holstered more quickly.
 * Ammo Scavenger: Picking up ammo for the chosen weapon type will refill more of its reserves than without this perk.
 * Misc. ability perks: Any regenerative perks not covered by handheld regenerators fit into here, along with any other generic perks that also affect ability cooldown.

Combat Style Perks
Main article: Combat Style Perks (Infinite Generation)

Encounter-specific Perks
This slot is normally only active for raid armor, and as such usually involves assisting the player while they are using a raid mechanic. However, some smaller encounter spaces, particularly Arena spaces, also have their own set of specific perks for their associated armor. For more information, please refer to the individual encounter pages/sections.

List of armor
Note: This only covers the armor used by story-significant characters and which are used for certain events.