At a glance
Quick facts
- Item ID
- 2472 in the TFS 1.6 data set
- Armor
- 17
- Weight
- 85.00 oz
- Slot
- Body armor
- Reference source
- Demon loot at 88 / 100,000 base chance
- Base drop percentage
- 0.088% at rateLoot 1
Reference item definition
In the TFS 1.6 item registry, Magic Plate Armor is body armor with item identifier 2472, armor 17, and weight 8,500 hundredths of an ounce, displayed as 85.00 oz in compatible clients. The reference definition does not assign level, vocation, element protection, speed, skill, charge, or decay attributes.
| Attribute | Reference value | Verification note |
|---|---|---|
| Server item ID | 2472 | Client sprite IDs and custom OTB mappings can differ |
| Armor | 17 | Feeds the flat armor total when equipped and enabled |
| Weight | 85.00 oz | Capacity systems and custom weight multipliers can alter impact |
| Slot | Body | Competes with every other body-armor item |
| Requirements | None in this item entry | Movement or equip scripts can add requirements elsewhere |
| Element protection | None in this item entry | Upgrade, imbuement, or custom ability systems can add it |
What armor 17 contributes
Armor 17 is added to armor from the other counted equipment slots before the vocation multiplier. The final total, not the body item alone, determines the native random armor reduction. Replacing armor 15 with armor 17 adds two points to total armor; it does not reduce every physical hit by two and does not provide 17% physical resistance.
Reference acquisition and rarity
The TFS 1.6 Demon loot definition includes Magic Plate Armor with chance 88 on the 100,000-point base scale: 0.088% at rateLoot 1 before server-specific loot multipliers and callbacks. That is roughly one successful entry per 1,136 independent Demon loot rolls in expectation, not a guarantee. Random variance remains large, and the stock rateLoot setting changes effective results.
Expected rolls = 1 / 0.00088 = 1,136.36- Expectation is a long-run average, not a pity timer.
- The probability of no drop after n independent base-rate kills is (1 - 0.00088)^n.
- Shops, quests, bosses, rewards, upgrades, and owner edits can make the item much more common.
Why its value changes across servers
- Loot rate and Demon density alter supply.
- Quest chests, NPC shops, starter sets, token shops, or donation stores can remove rarity.
- Upgrade, imbuement, tier, socket, or refinement systems can make the base armor only one part of value.
- Death loss and item insurance alter replacement demand.
- Client era and competing custom armor determine whether armor 17 is progression, prestige, or vendor loot.
- Season resets and server age determine accumulated stock.
Apply the guide
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