New World Armor Calculator
Mastering your equip load is one of the most critical aspects of build crafting in New World. Whether you are aiming for the raw damage output of a Light Equip Load, the balanced survivability of Medium, or the tankiness of Heavy armor, precise calculation is required.
This New World Armor Calculator helps you mix and match armor weights (Light, Medium, Heavy) across your Head, Chest, Glove, Leg, and Boot slots. It instantly calculates your total weight, identifies your equip load status, and aggregates your Physical and Elemental defense ratings.
How Equip Loads Work in New World
Your armor weight class determines your dodge mechanics and damage bonuses. It is calculated by summing the weight of every equipped armor piece and your shield (if equipped).
- Light Equip Load (0 – 12.9 kg): You gain a rolling dodge that covers significant distance. You receive a 20% bonus to damage output and healing. This is the preferred loadout for DPS and Healers who rely on mobility.
- Medium Equip Load (13.0 – 22.9 kg): You perform a quick hop dodge. You receive a 10% bonus to damage and healing, and Crowd Control (CC) debuffs you apply last 10% longer. This is a balanced playstyle often used by bruisers.
- Heavy Equip Load (23.0+ kg): Your dodge is a slow side-step. However, your blocking stability is increased by 15%, and CC debuffs you apply last 20% longer. This is essential for Tanks.
Optimization Tips
To maximize defense while staying in a lower weight class, players often mix armor weights. For example, a popular "Medium" build involves using a Heavy Chest, Heavy Helmet, Medium Gloves, Light Pants, and Medium Boots (depending on exact patch weights) to get as close to 22.9 kg as possible without going over. Use the calculator above to experiment with these combinations.
// Standard weights approximate for max gear score items var weightData = { head: { light: 1.5, medium: 2.7, heavy: 4.7, none: 0 }, chest: { light: 3.5, medium: 6.2, heavy: 11.0, none: 0 }, gloves: { light: 1.5, medium: 2.7, heavy: 4.7, none: 0 }, legs: { light: 2.0, medium: 3.5, heavy: 6.3, none: 0 }, boots: { light: 1.5, medium: 2.7, heavy: 4.7, none: 0 }, shield: { round: 2.6, kite: 5.3, tower: 10.6, none: 0 } }; function updateRow(slot) { var typeSelect = document.getElementById(slot + "Type"); var weightInput = document.getElementById(slot + "Weight"); var selectedType = typeSelect.value; // Set weight based on predefined approximate values if (weightData[slot] && weightData[slot][selectedType] !== undefined) { weightInput.value = weightData[slot][selectedType]; } calculateArmor(); } function calculateArmor() { var slots = ['head', 'chest', 'gloves', 'legs', 'boots', 'shield']; var totalWeight = 0; var totalPhys = 0; var totalElem = 0; for (var i = 0; i < slots.length; i++) { var slot = slots[i]; var w = parseFloat(document.getElementById(slot + "Weight").value); var p = parseFloat(document.getElementById(slot + "Phys").value); var e = parseFloat(document.getElementById(slot + "Elem").value); if (!isNaN(w)) totalWeight += w; if (!isNaN(p)) totalPhys += p; if (!isNaN(e)) totalElem += e; } // Round logic for display to match game UI (usually 1 decimal for weight) var displayWeight = Math.round(totalWeight * 10) / 10; // Update Results document.getElementById("resultWeight").innerText = displayWeight.toFixed(1) + " kg"; document.getElementById("resultPhys").innerText = Math.round(totalPhys); document.getElementById("resultElem").innerText = Math.round(totalElem); // Determine Status var statusEl = document.getElementById("resultStatus"); var statusText = ""; var statusClass = ""; // New World Logic: Light = 23.0 // Note: Floating point precision can be tricky, relying on fixed check if (displayWeight = 13.0 && displayWeight < 23.0) { statusText = "Medium Load"; statusClass = "status-medium"; } else { statusText = "Heavy Load"; statusClass = "status-heavy"; } statusEl.innerText = statusText; statusEl.className = "status-badge " + statusClass; } // Initialize on load window.onload = function() { calculateArmor(); };