Oh I see what you mean, I just attributed the damage reduction through a percentage since I calculated it that way, and its easier to see as a reference to damage you do. You meant placing a set numeric range of reduced damage instead:
Void set (damage range: 180-225, average damage 202.5)
Non-criticals landed: 117
Non-critical damage range: 109-154
Total non-critical damage: 15,214
Average non-critical damage: 130.0
Damage reduction at lower end: 180-109 = 71 armor
Damage reduction at higher end: 225-154 = 71 armor
Damage reduction on average damage: 202.5 - 130 = 72.5 armor
Either way works, but thanks for pointing that out. Close Encounter enemies have 71-72.5 armor, which causes an overall damage reduction from 31.55% to 39.44%.
The 5/7 and 5/8 reduction may seems way too high...maybe armor values differ between PvE and PvP?
Also, I hope I somehow answered your question in my other thread
I didn't apply the Break Armor debuff as well as buffs/debuffs from other classes. Not entirely sure which cancels out the other, or if these buffs/debuffs stack...I'm guessing with higher DPS/base damage, along with other debuffs from other classes, along with that "Super debuff + buff" combo, if that extra 11 DPS and 8 damage would go through a lot of multipliers? Even more when a crit happens with/without the group buffs/debuffs.
Break Armor 20 pt. armor reduction
Nightmare 25 pt. armor reduction
etc.
Is Nightmare 25 pt = 25% or 25 points?
I'll probably set something like this up to confirm this whole armor business since I am unsure myself. Thanks for the suggestion!I think there's only one way to find out. In PVP. Get attacker to use same weapon throughout the tests and defender to switch armors with armor value of 1-10. Then repeat the same way as you did. Land 100 hits on the defender for each different armor equipped. Need to take into consideration the base armor ( defender ) and damage ( attacker ) even without any items equipped.
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