Mass Effect Wiki
Mass Effect Wiki
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:Well what a coincidence, I recently came across this phenomenon as well, though I didn't do your legwork but did control for various equipment types and also character Level. There is definitely some kind of multiplier at work for shields that is tied to armor type. I did compare the Colossus X light armor with the Predator L X, and this definitely showed that the Predator provided a much larger end max shield after casting a Master Barrier than the Colossus, and the extra shields far exceeded what just a straight "addition" would be. The 2.0 multiplier for the Predator L/M/H series appears correct as a master barrier goes from 1000 base points to 2000, regardless of what other equipment is being worn (I tested with starting gear aside from the armor as well as high end omni-tools/bio-amps that appeared not to matter). Also the Shield Interface X went from 160 base aditional shields to 320, so the multiplier indeed appears to apply to ANY added shields from any source. Also tested with the Predator and Colossus armors at Level 7, and the multipliers hold up across L/M/H variants (2.0 and 1.7, respectively). [[User:Ale89515|Ale89515]] ([[User talk:Ale89515|talk]]) 15:44, 8 April 2021 (UTC)

Revision as of 15:44, 8 April 2021

Colossus Armor

I'm going to remove the section on Colossus Armor, because its status as best armor in the game is debatable. In addition to having one set of superior armor available for Wrex, there are also the Predator H, M, and L sets of armor which provide less Defense than the Colossus set, but more Shield and Tech/Biotic protection.

There's also a unique set of armor for Wrex(made by Geth Armory) which is far superior to the Colossus armor.

Krogan Colossus X: 71, 405, 28

Krogan Battlemaster/Berserker/Rage X: 75, 420, 51

If anyone has a problem with my edit, feel free to voice your concerns on this page. --Mister Monroeville 02:38, 21 February 2008 (UTC)

its not debatable, as you said the predator has "less defense than the Colossus set" defense being the most important stat and it also looks the coolest can easily better than the predator through upgrades 69.140.35.147 19:32, June 26, 2010 (UTC)

That's not a fair comparison. You're comparing medium Colossus armor to heavy Battlemaster/Berserker/Rage armor. Here's how the Geth armor compares to heavy Colossus armor:

Heavy Colossus X (race is irrelevant): 79, 450, 18

Battlemaster/Berserker/Rage X (only available as Heavy armor): 75, 420, 51

Colossus armor beats it in both damage protection and shields, which are easily generally more important than tech/biotic protection. That's not to say that the Geth armor doesn't rival Colossus armor or isn't excellent armor all around, though... 50.53.59.16 02:05, February 27, 2013 (UTC)

Concerns

Think a list of the statistically best armors should replace that section. Eg,

  • Best Heavy Human Armor: ...
  • Best Medium Human Armor: ...
  • Best Light Human Armor: ...
  • Best Heavy Krogan Armor: ...
  • Best Medium Krogan Armor: ...
  • Best Medium Turian Armor: ...
  • Best Light Turian Armor: ...

... best overall armor in the game, best damage resist, best shields, best tech/biotic protection, notes on how hazard reduction of Devlon armor works, how Phoenix armor adds extra health regen, etc...

I'll do it if/when I got the free time, but I'm not too concerned at the moment; putting things off till the PC release.

64.53.58.247 19:12, 24 February 2008 (UTC)
It doesn't quite work this way. While, with weapons, the Spectre Master Gear is an end all weapon (a few weapons have a point or two higher in some categories, but dramatic drops in others to compensate), Armor is alot more about what you're looking for. More than occasionally have I been torn over armors because no set is better than all of them. I probably recieved the Tactician medal the first time around because I stressed the importance of high shielding, and only recently realised the importance of damage protection, which I place as most important (though I still have nearly forsaken ablative and energized platings, simply because exoskeletons are much more useful IMHO).
My point is thus; I have seen armor sets with maybe 6 or 8 higher points of Damage Protection (which is conciderable when you already have a DP in the 50s) but a drop of maybe 100 shields that just isn't worth the sacrifice and that i'm not willing to make up for with shield modulators or the like. So its impossible to create a comprehensive list of what the absolute best armors are. Thats not to say its a bad idea - Perhaps if we did the same thing with reccomendations, or the best armors, which would greatly narrow down a reader's selections when they want the best. --FoxtrotZero 23:07, June 3, 2010 (UTC)
It really depends on the class and build you are going for. On a soldier damage protection is the end-all best stat for armor in most cases. With max immunity and immunity specialization and high damage protection you can basically walk around and ignore enemies damage outside of things like missiles because they simply wont be able to hurt you. your shields will always be down, but you will never take any noticable health damage and can play like a kamikaze.
Then another class like Engineer would be more reliant on shields with electronics giving them a huge shield boost and their only real survival skill coming in the form of shield recharge from armor talents. While you dont want to ignore damage resistance obviously, shields are generally better as well as playing smarter.

Cross check armor tables

I do not have the time right now (3:14 AM in the morning >.<) to do that but someone should cross check the armor tables found under the races classification like Quarian Armor or Turian Armor with the tables in the manufacturers' pages like Kassa Fabrication or Geth Armory, because one is frequently incomplete and could benefit from the information available in the other. This involves a lot of copy/paste ;) Darkdrium 07:17, 26 July 2008 (UTC)

Better still would be to avoid duplication in the first place. Perhaps keeping the tables themselves on the manufacturer pages and linking from the race pages? Worst case, we could do something like we did for Category:Cluster Templates but that's a lot of work and is pretty incomprehensible to most casual contributors. -- DRY 08:29, 26 July 2008 (UTC)
Yes that would be a good idea. Unfortunately if you wish to do that I have no idea how to do it myself so I will not be able to help. ;) Darkdrium 22:59, 26 July 2008 (UTC)

Armour Links

I've removed the links for specific armour names in the table (Hydra, Colossus etc) because of a) the excessive amount of unnecessary redlinks produced and b) because in one case, the link actually pointed to the Hydra system rather than the intended armour. Those links should either stay gone or be direct to the armour on each manufacturer's page. Please preview and check where your links are pointing to before you save the page.

Though to be honest, the armour set pages need an overhaul and standardising. We have separate pages for each race's unique armour, but there's also individual pages for Agent Armor and Rage Armor (both of which need cleanup, actually) while some armours are merged into their manufacturer's page, and others are just mentioned under Light, Medium and Heavy categories. In fact, those armour redlinks from various pages, mostly the PC Cheats page, are what's really stretching out the Wanted Pages.

We need to find a standard solution for this: either each armour has its own page, as Colossus Armor does, or we merge them with their manufacturers. My instinct is to go for individual pages for each armour set, as that's what people will likely be searching for. Thoughts? --Tullis 13:56, 13 February 2009 (UTC)

I was also thinking about the armor (and items in general) tables, I thought about creating one page, and making the table dynamic according to the link to the section. It is possible to filter the table according to the string after the hash mark "#" - or even have multiple filters (for example: http://masseffect.wikia.com/wiki/armors/heavy/HK/human). This is why I never got around to finish the armor template I started.
About the red links: I think its good to have them, it gives editors the opportunity to create a missing page - I looked awhile back on the missing pages list and saw very few links wanted, maybe if there were more I would have done some work to fill in the missing pages.
Regardless of what you will decide regarding the armor pages, I think we need to standardize all of the items pages (armors, weapons, bio-amps, and omni-tools). --silverstrike 18:45, 13 February 2009 (UTC)
Redlinks I don't mind, it encourages growth. Redlinks to pages like 'Scorpion' when it should be 'Scorpion Armour' (or whatever spelling) create problems later for redirects and additional content. --Tullis 18:57, 13 February 2009 (UTC)
Fair point. I checked a couple of the links and they looked valid - so I didn't bother to check them all (my bad). Regarding the table/pages, I thought about something like this:
  • One page that have all the items (weapons, armors, omni-tools, and bio-amps) and let the individual pages take the relevant data from there, or to direct to that page.
  • The individual page will have just the preview (Devlon indestries provide a cool armor that prevent you from dying a painful death while sprinting back to the Mako on hazardous planets, etc., etc.), and it will then request the information from the items page (something like: {{items | race=human | type=armor | subtype=heavy}}).
  • The items page could still support the filtering, like I wrote before, and will be easy for users to filter according to what they seek (instead of moving from page to page to find what they are looking for) - The text in the table could also be made as links for one click filtering.
That's just a brainstorming I just had. What do you think? --silverstrike 19:22, 13 February 2009 (UTC)

Reorganising armour pages - suggestions?

I'm not sure we want all the items on one page. That's a lot of info to handle when we could break them down a bit. Weapons are not really a problem because everyone uses the same ones. Armour is the most complex because of all the variants involved. We have armour divided by:

After thinking about it, for searching purposes we should probably have armour divided by name: most people will search for Colossus Armor rather than Kassa Fabrication, for example. The detailed stats could be on those pages, divided by species, then subdivided by light, medium and heavy. Each manufacturer's page could link to that rather than reporting those stats. The Light / Medium / Heavy pages themselves would have the talent information and stats, and a list of the armours under those categories.

Maybe there's an easier way to do it, though. Thoughts? --Tullis 01:29, 23 February 2009 (UTC)

If I understand you correctly, your idea is to create one page with sections and subsections - This could be a very long page. If you look up you can see my idea of making a filterable tables that are managed from one page and called upon from every page according to the page purpose (manufacturer, armor type, species, etc.)
But I agree that most people will search for a certain armor, rather then a manufacturer... --silverstrike 15:17, 24 February 2009 (UTC)
There's always redirects. Not sure if those would work for a filterable table. --Tullis 15:25, 24 February 2009 (UTC)
That shouldn't be a problem... --silverstrike 17:57, 25 February 2009 (UTC)

Armor / Armour

Uh... I appreciate the diligence of whomever edited this page, but this is a talk page, not an article; I'm English, therefore I spell the word as 'armour' except at work. Please don't edit people's messages on Talk pages. --Tullis 14:13, 24 February 2009 (UTC)


LIES!

Anybody can wear any armor,there's a glitch that screws up the code,let me tell you.


Step 1.go to your armor list,and count up from the bottom to where you armor is.

Step 2.If you have an equal or greater amount of upgrades,do the same,and find where your armor would be on the upgrade list,heres my diagram

Colussus X Heavy - Shield Modulator VII

Mercenarary 1 Medium krogan - Energized Weave VII

Step 3. While on the upgrades screen,hit Y (Or the corresponding omni-gel button) and when it pauses for a fraction of a second,Hit A,just select no and find your armor in the corresponding place(In my case,i'd go for energized weave VII).

Step 4.You now have any armor you want (I'm a Sentinel,and im wearing heavy Colussus armor for the krogan.)

Hope this helps - M471/952G 11:28, 19 July 2009 (UTC)

Mass Effect 2 Armors: What Are The Changes?

I was looking through some comments about ME2, and one of the comments popped out at me. The person was saying that armor is now customizable, meaning that you can now mix and match armor peices to set your preference. While this seems like a cool idea, I was wondering if anyone knows whether it's true or not. The images out so far have shown that their is an obvious design change from the first game armor, and a larger variety of designs, whereas the first game's armor all looked basically the same across the L/M/H spectrum. But I digress. Is there anything official out there that adresses the changes? --Effectofthemassvariety 23:14, November 26, 2009 (UTC)

It's true, apparently it's in a recent issue of OXM, so it will be hard to find online, but it's what people who've read it are saying. JakePT 06:42, November 27, 2009 (UTC)
WOW!! That's going to be awesome! Thanks for the info. Effectofthemassvariety 16:31, November 27, 2009 (UTC)
(From OXM July 2009, Mass Effect 2 issue; Interview: "OXM: How about inventory management? HUDSON: The inventory system that was in Mass Effect 1 is completely gone - [that] was the only part of the game that we did "Select All-Delete." The way you customize your armor and weapons is completely different; you don't have to do so much fiddling with parts and pieces to upgrade your armor and your weapons... We also have a new system for customizing your armor that gives you much, much richer control of what you're wearing [without] rifling through an infinite bag of armors and their associated parts.... it gives you all the choice that you had before - actually, a lot more."
Actually, the way that he says it doesn't really say that we can mix-n-match parts. I mean, not from my perspective. I don't care, as long as they're more customizable in some way.--Effectofthemassvariety 17:23, November 27, 2009 (UTC)
Based on a preview I saw on Destructoid.com it seems that we may be able to mix and match parts. Look for the screenshot toward the bottom of the page at this link: [1] --Jax Montag 09:49, December 18, 2009 (UTC)
Well you could follow that link to destructoid.com to see the image, or you could see it here on the Mass Effect 2 page, under the "Inventory" section, where it has been for about 12 hours now. The section also details how you are, in fact, able to mix and match armor bits. That info has been on the page for two weeks. Why go to another site when all the info is already here, and has been for quite a while? :) SpartHawg948 10:41, December 18, 2009 (UTC)

I've been playing with the Cerberus Skunkworks material (mods, armors and weapons) and can't wait what we'll see in ME2! :D Their material is very powerfull, rivalring the Geth armory stuff. Who know's if Cerberus don't reverse engineering technology from the Geth?

Armor summary

The math just doesn't add up in the example:

Scorpion IV – Medium (Hahne-Kedar) has the following stats:
               Damage Protection = 10 + 2 * (4 + 6) = 30 
               Shields = 60 + 24 * (4 + 1) = 180 
               Tech/Biotic Protection = 18 + 2 * (4 – 5) = 16

Damage protection: 10+2*(4+6)=12*10=120

Shields: 60+24*(4+1)=84*5=420

Tech/Biotic protection: 18+2*(4-5)=20*-1=-20


Am I missing something here, or the formula just wrong? --69.87.199.130 21:24, January 12, 2010 (UTC)

Mathematical Precedence [Wikipedia]: Exponents/Roots come before Multiplication/Division come before Addition/Subtraction, unless something is specifically put in Parenthesies, above/below a fraction line, etc. Therefore, in the above examples, the part in the parenthesizes comes first, then the multiplication, then the addition onto that.

Therefore, for example damage protection:

10+2*(4+6) = 10 + 2*10 = 10 + 20 = 30

Shields:

60+24*(4+1)=60 + 24*5 = 60 + 120 = 180

Tech/Biotic:

18+2*(4-5)= 18 + 2*-1 = 18 + -2 = 16

Hope this helps! ^_^ 192.91.173.42 21:47, January 12, 2010 (UTC)

Thank you very much, I can't believe i've forgetten that from school. --69.87.200.149 13:09, January 13, 2010 (UTC)

Mass Effect 2 Armour Pages

Any idea how we're going to do ME2 Armour pages?

Looking at the recent Exploration/Customisation video it seems that each individual bit of equipment has its own stats. Should we make pages for Helmets, Shoulders, Arms etc.

What made me think about this is seeing that there's a visor called Kuwashii Visor that grants a 10% damage bonus to headshots. Where will this information go? Does it deserve a page of its own? Does it go on a Helmets page? Personally I think creating pages for each aspect of the armor, Shoulders etc. and having a list of pieces and there stats on that page is the way to go. Just like what's developing on the Heavy Weapons page.

Also, all of this equipment is Shepard only, so what do we do about the no Shepard images policy?

These are things we'll need to think about.

JakePT 07:49, January 17, 2010 (UTC)

These are indeed all things to consider... I'm not averse to the idea of the so-called "aspect pages" but the Shepard image policy could be an issue. Maybe just try to use images that don't show any part of the face/head unless it's obscured by a helmet? Definitely some things to mull over. SpartHawg948 07:55, January 17, 2010 (UTC)
Well for most of the armor we could just crop the head out, and for helmets it wouldn't matter so much but there are visors which are on his head, but you can still clearly see that it's Shepard. Maybe we'll get lucky and there will be images in other parts of the game (shops etc.) that don't feature Shepard. Also there will be the issue of parts like shoulders and arms where it will be hard to get images of just the shoulders, for example, while making it clear which parts are from the shoulder item, as opposed to part which might be part of the chest piece. Anyway, as I said it might be a non-issue if there are images of the equipment in game that aren't on Shepard. JakePT 08:33, January 17, 2010 (UTC)
I don't think it's too much if you'd use a standard John Shepard face in the pictures. You have to show them somehow and no one will kill you for using the standard face Bioware uses. Xirtharri 03:56, February 2, 2010 (UTC)
That's the model they use for the "Leader" video in their official promos, and in the release trailer Shepard is referred to as the "one specific man" upon which the fate of the human race rests. It's not like showing the face of Bioware's Shepard somehow can ruin someone's gaming experience, or otherwise reduce the utility of the wiki. -- Echo Four Delta 20:46, February 2, 2010 (UTC)

As for categories, given the very limited number of actual armor upgrades i think it would fit on a single page. Simply list Helmets/Shoulders/Gauntlets/Chests/Legs, as far as i know there's only 3 or 4 options per category with very limited effects, andonly 1 picture is needed. No need to break it up on seperate pages. Also, don't forget to include where you find the armor upgrades! I'll make a point to make notes on my next playthrough. Xirtharri 03:56, February 2, 2010 (UTC)

Armors and Manufacturers - Clarification is needed

Long title is long. Lets hope I have your attention. It seems that pages are stewn about as far as armor goes. As such, I suggest it would be preferable to place all armors in sections on their Manufacturer Page.

  • Manufacturer
    • Mass Effect
      • Weapons
        • Assault Rifles
        • Shotguns
        • Pistols
        • Sniper Rifles
      • Armors
        • Light Armors
        • Medium Armors
        • Heavy Armors

The above example is simple. I believe that pages specific to weapons or armors (Explorer V or Colossus X, for example) would redirect to the proper section on the proper page. This is also good, because several items have the same stats as other items of the same type and class made by the same company. Each section would show the Name of the armors, the Species is is available for, as well as examples for Human Male, Human Female (Asari may be acceptable), Turian, Quarian, and Krogan wherever available. Not to mention the stats, and how many upgrade slots it has.

So whats the purpose of this? It would create less work. Information would be centralised around less pages and would be better clairified. It also allows for better standardization. We could probably make a template to ease the process (If i knew a bloody thing about templates, i'd do just that) and its easier to make a redirect than a completely new page - in this manner, someone searches for Colossus X, gets sent to the Colossus page, and is redirected to the Colossus section of the manufacturer page (or, if there are varoius weights of the armor, they should be sent to the Armors section, as it just seems a little roundabout to default someone to the Light section when they're looking for the Heavy variants.)

Anyway, input would be appreciated, and enaction would be even better. --FoxtrotZero 23:20, June 3, 2010 (UTC)

You do realize that we have pages for all the various armor. I.e. Colossus Armor, Predator Armor, etc. Also they are layed out on the manufacturer pages, Hahne-Kedar, Serrice Council, Batarian State Arms, Armax Arsenal, etc. On those pages they are broken up by their type, armor, weapons, etc. Using the massive item list template, they are displayed by what types, name, levels, and who they are avaliable for. This is just the armor page, and just has links to the various pages.
Creating redirect for every type of armor (L,M,H), weapon(AR, SR, SG, PI), omni-tool, and bioamp is just uncalled for because it would be way to much work. All of those sections are neatly broken up on various pages that either belong to the armor or the manufacturer. So what are you asking to do that hasn't been done already? Lancer1289 23:38, June 3, 2010 (UTC)

I was under the impression that there was quite a bit of disarray. I still think its a good idea to have the information centralised. But more importantly, I think we need to get pictures of armor for all the various species.

Pictures are a good idea, however what do you mean by centralized? There are armor pages, i.e. Human Armor, Quarian Armor, etc., for the various armors. Also on the Assault Rifles, and other weapon pages, there is the whole list of the weapons. It is broken up nicely and creating a massive page for all the armor just doesn't make any sence as it would be long. Also it is unnecessary because the various armor pages display what armors that particular species can wear. So I really don't see how much more centralized, apart from displaying the entire list, which is absolutly not necessary. Apart from pictures, the system works, and I really don't know again what you mean by centralized? Lancer1289 00:23, June 4, 2010 (UTC)
I may not be so objective, but I don't think there is anything we can do to make the usage of the template more centralized - all of the info is already in one place and we have pages for every kind of armor/weapon filtration needed. The separate pages take their data from the insanely long template listing. Regarding the images: someone needs to upload them. Someone started to do just that, but he disappeared into thin air - the full list of images that need to be uploaded is located on the wanted files special page. --silverstrike 00:46, June 4, 2010 (UTC)
You said exactly what I was thinking Silverstirke. I really don't see how it could be more centralized at this point. I'll see maybe of breaking out my PC version of ME soon and taking a stab at those pictures. Back on topic, I thought I should at least ask what he was saying, and I still want to know. Lancer1289 00:48, June 4, 2010 (UTC)
It's only a guess, but I think he means to redirect model pages (like Colossus Armor) to their respective manufacturer pages instead of listing the same armor on both. I also think he means to create a bunch of pages for "[Model] [Sophistication]/[Weight]" and make those pages redirect to the relevant location on the manufacturer page (if I'm correct, then this seems redundant to me). --silverstrike 01:09, June 4, 2010 (UTC)
Indeed if that is what he is saying, then I see only a lot of very hard and annoying work. All of those redirects, for how many types of armor, weapons, etc. Just doing some quick calcualtions, that is 10 per item, that is 90 redirects for the Hahne-Kedar article alone! All of that work isn't necessary, and would just cram up the search bar. That seems completely redundant to me as well. Lancer1289 01:15, June 4, 2010 (UTC)

Strength Boost Pads

How effective are they when combined with Adrenaline Rush? I am thinking about starting a soldier class character, and want to stack this with adrenaline rush for the missions with husks (using a shotgun, and warp ammo). Mictlantecuhtli 06:34, June 17, 2010 (UTC)

Ok so I was looking through the pages here and it seems you can get a +185% bonus to melee attacks, and a -50% damage from melee attacks specifically (which probably stacks with regular DR, shields, etc to make bashing husks much more effective). I am not sure about the base damage on melee attacks, but you get +25% from upgrades, +140% from adrenaline rush, and +25% from strength boost pads. Given the rate of fire on melee attacks, and the fact they throw the enemy off balance I have found it to be pretty effective if you're having to close on enemies anyway to use the shotgun. Overall I would like to know the base damage for melee attacks, I can do my own math from there and figure in the total damage from a Bash + Shotgun Blast combination. Mictlantecuhtli 11:43, June 17, 2010 (UTC)

Geth Shield Strength

The two Geth Shield Strength upgrades, do they apply only to Legion? Because "for squadmates with geth shield technology" sounds kinda vague. Does Shepard, perhaps, get a piece of this bonus, too? --Koveras Alvane 00:39, October 11, 2010 (UTC)

Only affects Legion. Tali's no.1 fan 22:52, January 21, 2011 (UTC)

Armor...Yeah

I'm sure there are others out there who've noticed that when you take down an enemy's "armor" in ME2, you get the same animation as when a character loses their shields. It's kinda lame, but oh well. Thought I should mention. Tali's no.1 fan 17:56, January 23, 2011 (UTC)

Yeah...very lazy design on BW part, on another note in ME is it possible to "Tank" shields and health?--Paladin cross 16:34, February 1, 2011 (UTC)

Alliance Soldier Armor

I've noticed something interesting on a recent playthrough of ME1 and 2. For the most part, it seems like the Phoenix and Explorer armor sets are the standard equipment for Systems Alliance soldiers. However, there are multiple cases where soldiers are seen wearing non-regulation armor, like Jenkins, and Kaidan in ME2. I'm not sure if this is really worth noting, but it seems as though specialty armor is issued to soldiers of different rank or talents ; perhaps Kaidan was given special armor to boost his Biotics. This may not be a set-in-stone thing, but it would seem normal for there to be standardized armor sets, etc. 72.147.90.67 00:31, February 21, 2011 (UTC)

Yeah that is based on visual observations and that amounts to speculation. Because of that, it isn't worth noting because of the speculation. Most likely the Alliance provides a type of armor, most likely from Hahne-Kedar, but soldiers can supplement with a different one if they like. But that is also speculation. Lancer1289 00:37, February 21, 2011 (UTC)

Improving Introduction Section

Right now, the introduction section is far too specific to Mass Effect 1. It also contains a few confusingly worded sections. I revised it, adding a paragraph relevant to Mass Effect 2 and rewriting a few sentences. Anyhow, here's my proposed revision.

Armor is protective body covering intended to prevent injury in combat. In Mass Effect, armor is differentiated by species. Turians, krogan, quarians and humans all have specific types of armor; asari use the same armor as humans. There are also three general armor categories which provide a rough indication of armor strength. These categories are light, medium, and heavy armor. Armor can be customized with upgrades to give better shields or health regeneration, improve cooldown times for tech abilities, or protect against melee attacks depending on individual preference.
In Mass Effect 2, armor varieties are largely absent. The player cannot customize or change squadmate's armor except cosmetically, and no differentiation is made between heavy, medium or light armor. However, general upgrades can be bought which permanently improve the protection provided by armor across the entire party. In addition, the player is able modify Shepard's armor by swapping individual components and changing the armor's colors.
Medium to heavy armor—and almost all turian and krogan armor—is classified as 'hard-suit' because it uses thick ceramic plating to protect non-flexible parts of the body. Each set of armor, regardless of its weight, has a kinetic barrier generator and an onboard computer that can give readouts on the environment, liaise with terminals to download data, and check local wildlife against the xenobiology database.

I'm also a little unsure of the accuracy of the sentence, "Medium to heavy armor—and almost all turian and krogan armor—is classified as 'hard-suit' because it uses thick ceramic plating to protect non-flexible parts of the body. " I searched around a bit, and while the Codex entry on Body Armor does mention "combat hard-suits", I could not find any indication that light, non-turian, non-krogan armor are not hard-suits. In fact, the codex seems to indicate that all armors are hard-suits, irrespective of the armor's weight or the species it is intended for. --Honeybunch 00:51, April 1, 2011 (UTC)

(edit conflict)First I already see a big problem, there is a game being referenced that doesn't even exist. There is no game called Mass Effect 1, and using that name in an article is both incorrect, and inappropriate by the Manual of Style on Proper Names. The term light, medium, and heavy armor is used for classifying what type of armor it is, and probably it's weight, but the terms used are armor and combat hard-suit so either one is acceptable and currently it is acceptable.
Another problem I cna see is I can also argue perspective. While armor is in both games, describing the differences between the two is really more of a matter for the opening paragraph of the Mass Effect 2, and eventually Mass Effect 3 section.
The only thing I can think about the article I can think of changing is turning the first three sections into a sub section under the heading "Mass Effect" to distinguish it from the Mass Effect 2 section. Lancer1289 01:13, April 1, 2011 (UTC)
I think I accidentally got (edit conflict) stuck in front of your comment. I guess it's because I used the back button. I would edit it out, but it feels wrong editing a comment that's not mine.
You're definitely right about the "Mass Effect 1" problem. I changed that in my proposed revision. I also understand not wanting to have sections for both games in the introduction, but in that case the information presented in the introduction should be applicable to the whole series so far, not specific to the first game. A lot of the information currently in the introduction would probably have to be removed. For example, in Mass Effect the armor is differentiated by weight, while in Mass Effect 2 it is not. Since both games are equally canonical and the introduction should apply to both, either the introduction must differentiate between the two or avoid covering the topic of armor weights.
Finally, I think you're misunderstanding what I said about "hard-suit". What I'm saying is that the article as written my point is that I can find nothing indicating that only medium and heavy armors are hard-suits. The Codex indicates that all armors seen in Mass Effect are hard-suits, while the article indicates that only medium, heavy, turian and krogan armors are hard-suits. In other words, the article contradicts the Codex. Unless there's some other source that defines hard-suits more specifically, the Armor article is wrong as it is currently written. Now that I'm looking again, I'm actually not sure where almost any of the information in that second paragraph of the current introduction comes from, except for the bit about kinetic barrier generators and part that talks about the "onboard computer that can give readouts on the environment". That much is in the Codex. The rest is not, and the part about hard-suits in particular is actually at odds with what is said in the Codex. --Honeybunch 02:06, April 1, 2011 (UTC)
First no, edit conflict) is in my comment for a good reason considering I put it there. It is there because while I was editing this section to leave a response, you made an edit, which forced me to edit the whole page as a result. We do that to indicate that there was a problem posting and we may not have been aware of things that happened that caused the conflict.
Second you would be correct as editing the comment of another user is not allowed under any circumstances and is a bannable offense under the Community Guidelines.
Third there still is no problem I can see with the opening paragraph. Perspective is currently working as it is reflecting armor from the viewpoint of when it was introduced. i.e. Mass Effect. The system changes from ME to ME2 and that should be noted there.
Finally, after looking through the history, the sentence was written by Tullis and she was usually very good about keeping in line with canon. There may be a more specific definition somewhere, but I can't remember it off hand. Lancer1289 02:31, April 1, 2011 (UTC)
Wasn't planning on editing anyone's comments, but that's good to know. Sorry for my ignorance about the perspective the ME Wiki uses. I'll read the Manual of Style and Community Guidelines and hopefully stop making those errors.
As for the paragraph that was added by Tullis, I'm not sure what the proper thing to do here is. You say that Tullis was good about keeping things canonical, and while I don't dispute that, at least part of what she added directly conflicts with the Codex. Much of the rest of it is unsourced, and a few quick Google searches with terms like "Mass Effect"+xenobiology+armor return nothing that confirms the information. While I'm sure that Tullis was a good editor, I don't think that the accuracy of this particular paragraph is something that we should take on faith. --Honeybunch 03:45, April 1, 2011 (UTC)
Well, discussion seems to have died down on this somewhat. Anyhow, obviously the ME2 portion of the edit I proposed goes against wiki policy, and won't be implemented. I also came across text that confirms the fact about hard-suits having a xenobiological database, which can be seen in the Maji article. At this point I feel like most of the content I had a problem with is most likely correct, even if I don't know the source of the information. However, the article's implication that light armor is not a hard-suit flies directly in the face of the Codex information on body armor, and as such it makes no sense to keep it in the article. I expect that Tullis got the bit about hard-suits from an official source, but official sources can be wrong, and as far as I am aware, the Codex trumps just about any other sources of information in terms of defining Mass Effect canon. I firmly believe that unless the source for the information what constitutes a hard-suit is found, the sentence in question should be edited to reflect what is said in the Codex.

this is one of the very few times tullis is actually wrong on something.
i have the extracted text data from all three games and there's nowhere in there -codex or otherwise- claiming that only medium to heavy armors are hardsuits. even in ME classic the term "hardsuit"/"hard-suit" is used to refer to whatever you're wearing at the time or on people obviously not wearing "medium to heavy armor".
tl;dr hardsuit = sealable suit. armor = combat hardsuit. hardsuit (28 mentions in 3 files) vs/= hard-suit (3 mentions in 2 files).

i'm not privy to any sekrit developer exchanges that may have been exchanged years back on this matter, but going by easily verifiable ingame evidence i have little choice but to do some rewrites. if there ARE secret dev notes on this i'm more than amenable to valid sources. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 15:25, June 18, 2014 (UTC)

How do they do One Shot Kills?

In some of the cutscenes in ME and ME2, people are killed execution style with one shot, especially Renegade QTEs. How is this possible if shields react to the speed of objects. The distance doesn't seem to matter either.--99.92.76.100 02:15, February 7, 2012 (UTC)

Sorry for deleting your comment previously, but the answer is quite simple: it's a cutscene. The Dragon Age series does something similiar with the so-called Murder knife. Bioware does not apply gameplay logic (or any logic at all if were looking at the ME3 endings) to it's cinematics as long as it looks cool.--ShardofTruth 16:42, March 25, 2012 (UTC)

Mass Effect 3: Another armor?

http://img189.imageshack.us/img189/3573/cdarmbattle.png
Maybe this is scrapped content but it could also be a New Game Plus bonus like the weapon upgrades 5-10, or a difficulty reward like the Geth Pulse Rifle in ME2 though I haven't found it yet. It seems to be a variant of the N7 Defender armor, the file name suggest it could be named Battle armor.--ShardofTruth 19:06, March 24, 2012 (UTC)

If there was another armor all traces in the game were removed, so it's just cut content or even only left over concept art. --ShardofTruth 16:42, March 25, 2012 (UTC)
It's art of the Battlefield 3 soldier in multiplayer. Trandra 17:32, March 25, 2012 (UTC)
Thanks, I don't have Battlefield 3 and I didn't know there was a special armor for the multiplayer mode. Maybe it was planned as a singleplayer bonus too at some point.
http://img707.imageshack.us/img707/5592/me3mpbattlefieldarmor.png
Case closed --ShardofTruth 21:34, March 25, 2012 (UTC)

ME1 Cut Armour

Why aren't the hidden ME1 armours on the page? I had to happen across one by accident, and only then did I know they exist. Crisis Armor, Freedom Armor, Spectre Armour, Hazard Armor, Janissary Armor, Partisan Armor, and Skirmish Armor. Those are just the ones I've found, there may be more. Note that they are all of the same model, all of that model appear to have been cut. Liara wears a Phoenix-coloured one in the ME2 intro (I don't know if that one even existed in ME1, these are all I found) and Tela Vasir wears Partisan Armour. I think listing them somewhere would be agood idea. Alex T Snow (talk) 08:23, August 19, 2012 (UTC)

The answer is something you have already given, they are cut content and therefore do not have a place here. They are already listed on the wiki but because they are cut, they will not appear in this article. No other cut content appears in the canon sections of articles and this one is no different. Lancer1289 (talk) 17:31, August 19, 2012 (UTC)
But the ME1 weapons you can only get by modding are on the weapon pages, how is this different? Also, is there a cut content section or page? If it's not collected here, it should be somewhere. Alex T Snow (talk) 23:27, August 26, 2012 (UTC)

Possible new organization for armor

I created this new table that might be a more efficient way of organizing the armor. Suggestions? Oldag07 (talk) 20:48, February 3, 2013 (UTC)

Name Image Acquisition H S WD HS PD MD SS P/R HR HWA RA C
Blood Dragon Armor ME2 Blood Dragon Armor Dragon Age: Origins Bonus 10% 15% N
Cerberus Assault Armor ME2 Cerberus Assault Armor Cerberus Network 10% 10% 10% N
Collector Armor ME2 Collector Armor Collectors' Edition Bonus 20% 10% 10% N
Inferno Armor ME2 Inferno Armor Pre-Order Bonus
Equalizer Pack
10% 10% 10% N
Kestrel Armor ME2 Kestrel Armor Aegis Pack 25% 11% 5% 30% 5% Y
N7 Armor N7Armor Default 8%** 3% 3% 3% Y
Terminus Assault Armor ME2 Terminus Assault Armor Pre-Order Bonus 15% 10% 10% N

* H- Health S- Shield Strength WD - Weapon Damage HS - Head Shot PD - Power Damage MD - Melee Damage SS - Storm Speed P/R - Paragon/Renegade Bonus HR - Faster Health Regeneration HWA - Heavy Weapon Ammo Capacity RA - Reserve Ammo C- Armor Customization ** 3% without helmet

Even ignoring all of the blank space (which isn't very appealing to look at), it seems that the table is too big to fully display on the page. LilyheartsLiara (talk) 21:44, February 3, 2013 (UTC)
Fixed the display size. I can work on aesthetics later. Oldag07 (talk) 22:18, February 3, 2013 (UTC)

in theory i can support this kind of initiative to make things sortable. in practice however this doesn't seem to offer much improvement to the already-existing table design.

  • if each armor set contains numerous stats under most/all attributes the new design might be worth considering (plus a few tweaks here and there). but as it stands, look at all the empty boxes.
  • the previous design looked much cleaner. here you'll have to peek at the bottom of the table to see what each letter stands for. extra microseconds of eye movement :p . not to mention how cramped it appears.

T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 03:04, February 4, 2013 (UTC)

ME1 hidden shields multiplier

I've been trying to determine how shields are calculated in ME1 and while I haven't been 100% successful, I've discovered that there is a hidden multiplier associated with armor that is applied to external sources of shielding. It makes - for example - Barrier much more effective with higher quality armor. I'm leaving here the numerical data I've captured to back up my claims and to ease further work on the exact formula. - Wiki Kaczor (talk) 03:08, February 15, 2020 (UTC)

Gladiator I (49 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), without Achievements
	 209.9999542 +    0.0 (   0 Barrier, 180 Electronics)
	1033.1999510 +  823.2 ( 700 Barrier, 180 Electronics)
	1386.0001220 + 1176.0 (1000 Barrier, 180 Electronics)

	 209.9999542          (   0 Barrier, 180 Electronics)
	 235.1999054 +   25.2 (   0 Barrier, 210 Electronics)
	 260.3999023 +   50.4 (   0 Barrier, 240 Electronics)
	 285.5999146 +   75.6 (   0 Barrier, 270 Electronics)
	1461.5999760 + 1251.6 (1000 Barrier, 270 Electronics)

	Shield multiplier: 0.84

Freedom X (325 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), without Achievements
	 697.4998779 +    0.0 (   0 Barrier, 180 Electronics)
	2167.5000000 + 1470.0 ( 700 Barrier, 180 Electronics)
	2797.5000000 + 2100.0 (1000 Barrier, 180 Electronics)

	 697.4998779 +    0.0 (   0 Barrier, 180 Electronics)
	 742.4998169 +   45.0 (   0 Barrier, 210 Electronics)
	 787.4998169 +   90.0 (   0 Barrier, 240 Electronics)
	 832.4998169 +  135.0 (   0 Barrier, 270 Electronics)
	2932.5000000 + 2235.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 1.5

Freedom X (325 Shields), Chameleon Tool X, Savant X, without Achievements
	 644.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	2115.0000000 + 1470.0 ( 700 Barrier, 180 Electronics)
	2745.0000000 + 2100.0 (1000 Barrier, 180 Electronics)

	 644.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	 689.9998160 +   45.0 (   0 Barrier, 210 Electronics)
	 734.9998169 +   90.0 (   0 Barrier, 240 Electronics)
	 779.9998169 +  135.0 (   0 Barrier, 270 Electronics)
	2880.0000000 + 2235.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 1.5

Phantom X (350 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), with Achievements
	 687.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	2256.0000000 + 1568.0 ( 700 Barrier, 180 Electronics)
	2928.0000000 + 2240.0 (1000 Barrier, 180 Electronics)

	 687.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	 735.9998169 +   48.0 (   0 Barrier, 210 Electronics)
	 783.9998169 +   96.0 (   0 Barrier, 240 Electronics)
	 831.9998169 +  144.0 (   0 Barrier, 270 Electronics)
	3072.0000000 + 2384.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 1.6

Battlemaster X (420 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), with Achievements
	 767.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	2336.0000000 + 1568.0 ( 700 Barrier, 180 Electronics)
	3008.0000000 + 2240.0 (1000 Barrier, 180 Electronics)

	 767.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	 815.9998169 +   48.0 (   0 Barrier, 210 Electronics)
	 863.9998169 +   96.0 (   0 Barrier, 240 Electronics)
	 911.9998169 +  144.0 (   0 Barrier, 270 Electronics)
	3152.0000000 + 2384.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 1.6

Colossus X (405 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), without Achievements
	 764.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	2431.0000000 + 1666.0 ( 700 Barrier, 180 Electronics)
	3145.0000000 + 2380.0 (1000 Barrier, 180 Electronics)

	 764.9999390 +    0.0 (   0 Barrier, 180 Electronics)
	 815.9998169 +   51.0 (   0 Barrier, 210 Electronics)
	 866.9998169 +  102.0 (   0 Barrier, 240 Electronics)
	 917.9998169 +  153.0 (   0 Barrier, 270 Electronics)
	3298.0000000 + 2533.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 1.7

Predator L X (450 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), with Achievements
	 859.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	2820.0000000 + 1960.0 ( 700 Barrier, 180 Electronics)
	3660.0000000 + 2800.0 (1000 Barrier, 180 Electronics)

	 859.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	 919.9997559 +   60.0 (   0 Barrier, 210 Electronics)
	 979.9997559 +  120.0 (   0 Barrier, 240 Electronics)
	1039.9997560 +  180.0 (   0 Barrier, 270 Electronics)
	3840.0000000 + 2980.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 2.0

Predator H X (540 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), with Achievements
	 959.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	2920.0000000 + 1960.0 ( 700 Barrier, 180 Electronics)
	3760.0000000 + 2800.0 (1000 Barrier, 180 Electronics)

	 959.9998779 +    0.0 (   0 Barrier, 180 Electronics)
	1019.9997560 +   60.0 (   0 Barrier, 210 Electronics)
	1079.9997560 +  120.0 (   0 Barrier, 240 Electronics)
	1139.9997560 +  180.0 (   0 Barrier, 270 Electronics)
	3940.0000000 + 2980.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 2.0

Hazard X (500 Shields), Savant X (35 Shield Bonus), Savant X (40 Power Bonus), with Achievements
	 945.9997559 +    0.0 (   0 Barrier, 180 Electronics)
	3101.9997560 + 2156.0 ( 700 Barrier, 180 Electronics)
	4025.9997560 + 3020.0 (1000 Barrier, 180 Electronics)

	 945.9997559 +    0.0 (   0 Barrier, 180 Electronics)
	1011.9996340 +   66.0 (   0 Barrier, 210 Electronics)
	1077.9996340 +  132.0 (   0 Barrier, 240 Electronics)
	1143.9996340 +  198.0 (   0 Barrier, 270 Electronics)
	4223.9995120 + 3278.0 (1000 Barrier, 270 Electronics)

	Shield multiplier: 2.2


Well what a coincidence, I recently came across this phenomenon as well, though I didn't do your legwork but did control for various equipment types and also character Level. There is definitely some kind of multiplier at work for shields that is tied to armor type. I did compare the Colossus X light armor with the Predator L X, and this definitely showed that the Predator provided a much larger end max shield after casting a Master Barrier than the Colossus, and the extra shields far exceeded what just a straight "addition" would be. The 2.0 multiplier for the Predator L/M/H series appears correct as a master barrier goes from 1000 base points to 2000, regardless of what other equipment is being worn (I tested with starting gear aside from the armor as well as high end omni-tools/bio-amps that appeared not to matter). Also the Shield Interface X went from 160 base aditional shields to 320, so the multiplier indeed appears to apply to ANY added shields from any source. Also tested with the Predator and Colossus armors at Level 7, and the multipliers hold up across L/M/H variants (2.0 and 1.7, respectively). Ale89515 (talk) 15:44, 8 April 2021 (UTC)