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{{Infobox item | {{Infobox item | ||
| item_name = Plated Armor | |||
| item_stat1 = +{{ItemData|{{#var:item_key_or_en}}|BonusHealth}} [[Bonus Health]] | |||
| passive1_description = {{#invoke:Lang|get_string|upgrade_deflecting_armor_desc|item_name={{#var:item_key_or_en}}}} | |||
| passive1_stat1 = {{ItemData|{{#var:item_key_or_en}}|DeflectionPercent}} Deflection Chance | |||
| passive1_stat2 = {{ItemData|{{#var:item_key_or_en}}|BulletProcDeflectionPercent}} On-Hit Prevention Chance | |||
}} | |||
{{ | '''Plated Armor''' is a Tier {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|Tier}} {{#invoke:ItemData|get_type|{{#var:item_key_or_en}}}} [[Item]] that provides [[Bonus Health]]. Its passive provides a chance for a bullet fired at the user to deflect, avoiding all damage, and a chance to prevent on-hit [[Status Effects|effects]] from bullets. If a bullet is deflected, it will fly off in a different direction, maintaining its damaging capability. | ||
It can be purchased from the [[Shop]] for {{Souls|{{#invoke:ItemData|get_cost|{{#var:item_key_or_en}}}}}}. | |||
==Notes== | ==Notes== | ||
The chance for '''Deflection''' and ''On-hit Prevention'' is rolled individually, although '''Deflection''' will prevent most effects that ''On-hit prevention'' does. They can both trigger at the same time. This is most evident when testing {{ItemIcon|Headhunter}} against {{ItemIcon|Plated Armor}} | |||
== Interactions == | == Interactions == | ||
* {{ItemIcon|Ricochet}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. When blocked, the bullet will never chain, or will be prevented from chaining to any more targets. | |||
* {{ItemIcon|Siphon Bullets}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Even when blocked, Siphon Bullets will still go on cooldown. | |||
* {{ItemIcon|Spirit Shredder Bullets}} / {{ItemIcon|Spirit Rend}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{ItemIcon|Backstabber}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Will not go on cooldown when blocked. | |||
* {{ItemIcon|Slowing Bullets}} / {{ItemIcon|Toxic Bullets}} / {{ItemIcon|Silencer}} / {{ItemIcon|Inhibitor}} / {{ItemIcon|Spiritual Overflow}}: Buildup is blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{ItemIcon|Haze}} {{AbilityIcon|Fixation}}: Stack buildup blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{ItemIcon|Mina}} {{AbilityIcon|Love Bites}}: Buildup and spirit damage on bullet hits are blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{HeroIcon|Infernus}} {{AbilityIcon|Afterburn}}: Buildup blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{HeroIcon|Seven}} {{AbilityIcon|Power Surge}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. The chaining damage is blocked per bullet and the opportunity to apply is not consumed when blocked. | |||
* {{HeroIcon|Holliday}} {{AbilityIcon|Crackshot}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Cooldown is not applied when blocked. | |||
* {{ItemIcon|Point Blank}}: Slowing debuff blocked by both '''Deflection''' and ''On-Hit Prevention''. | |||
* {{ItemIcon|Lucky Shot}}: Blocked by '''Deflection'''. | |||
* {{HeroIcon|Wraith}} {{AbilityIcon|Card Trick}}: Buildup blocked by '''Deflection'''. | |||
* {{ItemIcon|Headshot Booster}} / {{ItemIcon|Headhunter}}: Blocked by ''On-Hit Prevention''. Always go on cooldown, even when blocked. | |||
* {{ItemIcon|Tesla Bullets}} / {{ItemIcon|Capacitor}}: Always applied. | |||
* {{ItemIcon|Mercurial Magnum}}: Always applied. | |||
* {{ItemIcon|Hollow Point}}: Always applied. | |||
* {{ItemIcon|Crippling Headshot}} / {{ItemIcon|Weakening Headshot}}: Always applied. | |||
* {{ItemIcon|Split Shot}}: Blocked by '''Deflection'''. | |||
* {{ItemIcon|Escalating Resilience}}: Always applied. | |||
* {{ItemIcon|Mystic Shot}}: Always applied. | |||
* {{ItemIcon|Restorative Shot}}: Always applied. | |||
* {{ItemIcon|Burst Fire}}: Always applied. | |||
* {{HeroIcon|Mirage}} {{AbilityIcon|Djinn's Mark}}: Always applied. | |||
* {{HeroIcon|Paradox}} {{AbilityIcon|Kinetic Carbine}}: Always applied. | |||
* {{HeroIcon|Grey Talon}} {{AbilityIcon|Rain of Arrows}}: '''Deflection''' and ''On-Hit Prevention'' triggers at once for all arrows. All arrows are deflected as though they are a single shot. | |||
* '''Scatter/Multishot''' weapons ({{HeroIcon|Drifter|icon-only}} {{HeroIcon|Abrams|icon-only}} {{HeroIcon|Calico|icon-only}} {{HeroIcon|Yamato|icon-only}} {{HeroIcon|Mo & Krill|icon-only}} {{HeroIcon|Pocket|icon-only}} {{HeroIcon|Shiv|icon-only}}): '''Deflection''' and ''On-Hit Prevention'' triggers at once for all pellets. All pellets are deflected as though they are a single shot. | |||
* '''Burst''' weapons ({{HeroIcon|Lash|icon-only}} {{HeroIcon|Paradox|icon-only}} {{HeroIcon|Seven|icon-only}} {{HeroIcon|Sinclair|icon-only}}): Each bullet has '''Deflection''' and ''On-Hit Prevention'' applied individually. | |||
* {{HeroIcon|Paige}} - [[Paige|Chapter's End]]: When deflected, an extra projectile is created. The original projectile pierces, as normal, and a new projectile is shot out in a random direction. | |||
*{{ItemIcon|Armor Piercing Rounds}} counters {{ItemIcon|Plated Armor}}, causing bullets to hit and apply their effects. Since both items are chance based, Plated armor may still block bullets when Armor Piercing Rounds does not trigger. | |||
<small>Note: Anything missing from this list has not been tested, and, therefore, may, or may not, be affected by Plated Armor</small> | |||
== Update history == | == Update history == | ||
{{Update history}} | {{Update history}} | ||
{{Item Navbox}} | {{Item Navbox}} | ||