grep wrote:
Ultimately, only Dulrik can answer that question definitively. The rest of us would be going off of anecdotal evidence, help files, and common knowledge of patch notes. Dulrik has access to all of these in addition to his strategic vision and the actual source code.
If he hasn't clarified to your satisfaction, it might be the case that he does not want to. I would advise making a post like this after you have collected some evidence to propose a theory that Dulrik can confirm or deny one way or another rather than an off-the-cuff inquiry. That way the amount of time we put into formulating a question about the system is more comparable to the time Dulrik has spent implementing it in the uniquely engrossing way SK's mechanics are deployed. This reflects the advice given to players who have, in the past, asked about the functionality and changes to things like starting areas and GRP. That's why I'm comfortable giving this kind of advice, here, for mechanics details: go investigate ICly.
I, for one, enjoy not knowing the exact nature of heavy armor damage soaking, accuracy bypasses, and finesse. It allows for exploration not only of builder areas, but also of game mechanics.
Dulrik already answered this after the enchant changes, if it deals with weapons and is some special type it deals with armor protection.
Plus I can ruin it for you. When the magic # of accuracy is hit there is a reduction of effectiveness that armor gets. Clothing and Light can be reduced to 0, and Heavy armor can be reduced up to half.