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| {{Infobox item | | {{Infobox item/auto|Plated Armor}} |
| | item_name = Plated Armor | |
| | item_stat1 = +{{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BonusHealth}} [[Bonus Health]]
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| | has_passive1 = true
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| | passive1_description = {{#invoke:Lang|get_string|upgrade_deflecting_armor_desc|item_name={{#var:item_key_or_en}}}}
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| | passive1_stat1 = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|DeflectionPercent}} Deflection Chance
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| | passive1_stat2 = {{#invoke:ItemData|get_prop|{{#var:item_key_or_en}}|BulletProcDeflectionPercent}} On-Hit Prevention Chance
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| }} | |
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| '''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.
| | {{ItemSummary|{{#var:item_key_or_en}}}} |
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| It can be purchased from the [[Shop]] for {{Souls|{{#invoke:ItemData|get_cost|{{#var:item_key_or_en}}}}}}.
| | ==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 Plated Armor. |
| | * If a bullet is deflected, it will fly off in a different direction, maintaining its damaging capability. |
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| == Interactions == | | == Interactions == |
| | Note: Anything missing from this list has not been tested, and therefore may or may not be affected by Plated Armor. |
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| * {{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.
| | === Weapons === |
| * {{ItemIcon|Siphon Bullets}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Even when blocked, Siphon Bullets will still go on cooldown.
| | Blocked by both Deflection and On-Hit Prevention: |
| * {{ItemIcon|Spirit Shredder Bullets}} / {{ItemIcon|Spirit Rend}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{ItemIcon|Backstabber}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Will not go on cooldown when blocked.
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| * {{ItemIcon|Slowing Bullets}} / {{ItemIcon|Toxic Bullets}} / {{ItemIcon|Silencer}} / {{ItemIcon|Inhibitor}} / {{ItemIcon|Spiritual Overflow}}: Buildup is blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{ItemIcon|Haze}} {{AbilityIcon|Fixation}}: Stack buildup blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{ItemIcon|Mina}} {{AbilityIcon|Love Bites}}: Buildup and spirit damage on bullet hits are blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{HeroIcon|Infernus}} {{AbilityIcon|Afterburn}}: Buildup blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{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.
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| * {{HeroIcon|Holliday}} {{AbilityIcon|Crackshot}}: Blocked by both '''Deflection''' and ''On-Hit Prevention''. Cooldown is not applied when blocked.
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| * {{ItemIcon|Point Blank}}: Slowing debuff blocked by both '''Deflection''' and ''On-Hit Prevention''.
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| * {{ItemIcon|Lucky Shot}}: Blocked by '''Deflection'''.
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| * {{HeroIcon|Wraith}} {{AbilityIcon|Card Trick}}: Buildup blocked by '''Deflection'''.
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| * {{ItemIcon|Headshot Booster}} / {{ItemIcon|Headhunter}}: Blocked by ''On-Hit Prevention''. Always go on cooldown, even when blocked.
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| * {{ItemIcon|Tesla Bullets}} / {{ItemIcon|Capacitor}}: Always applied.
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| * {{ItemIcon|Mercurial Magnum}}: Always applied.
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| * {{ItemIcon|Hollow Point}}: Always applied.
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| * {{ItemIcon|Crippling Headshot}} / {{ItemIcon|Weakening Headshot}}: Always applied.
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| * {{ItemIcon|Split Shot}}: Blocked by '''Deflection'''.
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| * {{ItemIcon|Escalating Resilience}}: Always applied.
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| * {{ItemIcon|Mystic Shot}}: Always applied.
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| * {{ItemIcon|Restorative Shot}}: Always applied.
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| * {{ItemIcon|Burst Fire}}: Always applied.
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| * {{HeroIcon|Mirage}} {{AbilityIcon|Djinn's Mark}}: Always applied.
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| * {{HeroIcon|Paradox}} {{AbilityIcon|Kinetic Carbine}}: Always applied.
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| * {{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.
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| * Scatter/Multishot weapons ([[Drifter|Crimson Grasp]], [[Abrams|Case Closed]], [[Calico|Sweetest Lie]], [[Yamato|Sister's Lament]], [[Mo & Krill|Yellow Canary]], [[Pocket|The Black Sheep]], [[Shiv|Busted Flush]]): '''Deflection''' and ''On-Hit Prevention'' triggers at once all pellets. All pellets are deflected as though they are a single shot.
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| * Burst weapons ([[Lash|Tale of The Tape]], [[Paradox|Trade Secret]], [[Seven|Cold Calculus]], [[Sinclair|The Prestige]]): Each bullet has '''Deflection''' and ''On-Hit Prevention'' applied individually.
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| * [[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.
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| *{{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. | | *'''Spreadshot''' 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}}): 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}}): Applied per bullet. |
| | * {{HeroIcon|Celeste}}: When deflected, an extra projectile is created. The original projectile can ricochet, as normal, and a new projectile is shot out in a random direction. The new projectile also ricochets. |
| | * {{HeroIcon|Graves}}: When deflected, it does not ricochet, although a visual bug might appear where a bullet projectile is created. This bullet cannot hit enemies. |
| | * {{HeroIcon|Paige}}: When deflected, an extra projectile is created. The original projectile pierces, as normal, and a new projectile is shot out in a random direction. |
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| <small>Note: Anything missing from this list has not been tested, and, therefore, may, or may not, be affected by Plated Armor</small>
| | === Abilities === |
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| | Effects blocked by both Deflection and On-Hit Prevention: |
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| | {{AbilityTable|platedarmor|compact=true}} |
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| | Effects that are not blocked: |
| | * {{HeroIcon|Grey Talon}} - {{AbilityIcon|Rain of Arrows}} triggers at once for all arrows. On-hit prevention does not affect bonus damage or T1 slow. |
| | * {{HeroIcon|Mirage}} - {{AbilityIcon|Djinn's Mark}} |
| | * {{HeroIcon|Paradox}} - {{AbilityIcon|Kinetic Carbine}} |
| | * {{HeroIcon|Silver}} - {{AbilityIcon|Slam Fire}} bonus current health damage. |
| | * {{HeroIcon|Sinclair}} - {{AbilityIcon|Spectral Assistant}} |
| | * {{HeroIcon|Venator}} - {{AbilityIcon|Consecrating Grenade}} and {{AbilityIcon|GutShot}} deal weapon damage but cannot be deflected. |
| | * {{HeroIcon|Vindicta}} - {{AbilityIcon|Flight}} on-hit spirit damage. |
| | * {{HeroIcon|Wraith}} - {{AbilityIcon|Full Auto}} on-hit spirit damage. |
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| | === Items === |
| | Effects blocked by both Deflection and On-Hit Prevention: |
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| | *{{ItemIcon|Point Blank}}: Slowing debuff |
| | *{{ItemIcon|Ricochet}}: When blocked, the bullet will never chain, or will be prevented from chaining to any more targets. |
| | * {{ItemIcon|Siphon Bullets}}: Even when blocked, Siphon Bullets will still go on cooldown. |
| | * {{ItemIcon|Spirit Shredder Bullets}} / {{ItemIcon|Spirit Rend}} |
| | * {{ItemIcon|Stalker}}: Will not go on cooldown when blocked. |
| | * {{ItemIcon|Slowing Bullets}} / {{ItemIcon|Toxic Bullets}} / {{ItemIcon|Silencer}} / {{ItemIcon|Inhibitor}} / {{ItemIcon|Spiritual Overflow}}: Buildup |
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| | Effects partially blocked: |
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| | * {{ItemIcon|Headshot Booster}} / {{ItemIcon|Headhunter}}: Blocked by On-Hit Prevention. Always go on cooldown, even when blocked. |
| | * {{ItemIcon|Lucky Shot}}: Blocked by Deflection. |
| | * {{ItemIcon|Split Shot}}: Blocked by Deflection. |
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| | Effects that are not blocked: |
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| | * {{ItemIcon|Armor Piercing Rounds}} counters 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. |
| | * {{ItemIcon|Burst Fire}} |
| | * {{ItemIcon|Crippling Headshot}} / {{ItemIcon|Weakening Headshot}} |
| | * {{ItemIcon|Escalating Resilience}} |
| | * {{ItemIcon|Hollow Point}} |
| | * {{ItemIcon|Mercurial Magnum}} |
| | * {{ItemIcon|Mystic Shot}} |
| | * {{ItemIcon|Restorative Shot}} |
| | * {{ItemIcon|Tesla Bullets}} / {{ItemIcon|Capacitor}} |
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| == Update history == | | == Update history == |
| {{Main|Plated Armor/Update history|l1=Update history}}
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| {{Update history}} | | {{Update history}} |
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| | == Navigation == |
| {{Item Navbox}} | | {{Item Navbox}} |