Watery Shell Flecked Jerkin

Armor Leather Torso

Item Details

Utility 43.92
Bonus Level 22
Dyeable Yes
Sellable Yes
Tradeable Yes
Armor Info
Armor Factor 70
Base Quality 100%

Restrictions

Level Required 35
Usable By
All Classes

Magical Bonuses

Basic
Strength 16
Hit Points 25
Slash Resist 6%
All Melee 3

Primary Ability

Physical Health Buffer Level 35
Reactive Proc


Raw Item JSON

{
  "type_data" : {
    "absorption" : 10,
    "base_quality" : 100,
    "clamped_armor_factor" : 70,
    "armor_factor" : 70
  },
  "sell_value" : 77760,
  "requirements" : {
    "level_required" : 35
  },
  "sources" : {
    "monsters" : {
      "normal_drop" : [ "Master of Ceremonies", "Horned Cave Toad", "Koalinth Castellan", "Pelagian Alliant", "Koalinth Elder", "koalinth sentinel", "koalinth warden", "watery escort", "koalinth bouncer", "koalinth wrestler", "koalinth spectator", "koalinth warder", "cave toad", "poisonous cave toad", "aqueous slug", "koalinth envoy", "koalinth guardian", "pelagian crab", "pelagian guard" ]
    }
  },
  "bonus_level" : 22,
  "icon" : 413,
  "flags" : {
    "dyable" : true,
    "emblemizable" : false
  },
  "utility" : 43.916666666666664,
  "delve_text" : "Realm: Hibernia\n \nMagical Bonuses:\n- ALL melee weapon skills: 3 pts\n- Strength: 16 pts\n- Hits: 25 pts\n- Slash: 6%\n \nLevel Requirement: 35 Level\n \n \nMagical Ability:\n \nAdds a shield to the recipient which will temporarily absorb some of the damage type specified.\n \nAbsorption: 50%\nValue: 50\nTarget: Self\nDuration: 10:00 min\nCasting time:      3.0 sec\n \n- Spell has a chance of casting when this armor is hit by an enemy.\n \nArmor Modifiers:\n- 70 Base Factor\n- 10% Absorption\n- 100% Quality / 93% Condition\n \n- Effective Armor:  72 Factor\n \n \nBonus Level: 22\n",
  "slot" : 5,
  "abilities" : [ {
    "spell" : 3822,
    "magic_type" : 2,
    "power_level" : 35,
    "position" : 1
  } ],
  "artifact" : false,
  "salvage_amount" : 25,
  "material" : 24,
  "usable_by" : [ 0 ],
  "name" : "Watery Shell Flecked Jerkin",
  "realm" : 3,
  "id" : 13698,
  "dye_type" : 0,
  "category" : 2,
  "bonuses" : [ {
    "id" : 300,
    "type" : 2,
    "value" : 3
  }, {
    "id" : 0,
    "type" : 1,
    "value" : 16
  }, {
    "type" : 4,
    "value" : 25
  }, {
    "id" : 2,
    "type" : 5,
    "value" : 6
  } ],
  "ability_tags" : [ "fn_hit_buffer_physical" ]
}
How is utility calculated?