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Thread: How does armor work?

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    Default How does armor work?

    I have 2400 armor. My health is 6400. Can anyone explain benefits of armor stat for warrior pls, maybe using my stats shown.

    When I'm doing elites it feels armor does nothing as I see my health draining fast.
    Last edited by Xorrior; 08-28-2014 at 03:38 PM.

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    Quote Originally Posted by MonkeySphere View Post
    Armor works like this:

    Armor Value * (Armor Modifier by level of attack mob) = Damage Reduction

    This modifier goes down as the level of the attacking mob goes up, so that more armor is needed to maintain Damage Reduction as the player moves into higher level content.

    This passive is a multiplier on the Armor Value, so that a small change might not have a huge impact on Damage Reduction, but the higher the base Armor Value the player has the more this passive is worth. Therefore, this passive is way more effective for a warrior is max armor than it would be for a sorcerer in medium armor.

    For example:

    Warrior with 980 armor at level 21 vs. Sorcerer with 500 armor at level 21.

    Warrior DR w/out passive - 980*.00047619 (attacking mobs modifier) = 46.6% DR
    Sorcerer DR w/out passive - 500*.00047619 = 23.8% DR

    Warrior DR w 4/5 passive - (980*1.04)*.00047619 = 48.5% DR
    Sorcerer DR w 4/5 passive - (500*1.04)*.00047619 = 24.7% DR

    This benefit will grow as armor values get higher, which is one of the reasons why this passive will probably never go beyond its 5% increase. It would just become too powerful over time.
    Post from a dev explaining dmg reduction as well as the armor passive
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    Quote Originally Posted by Ebezaanec View Post
    Post from a dev explaining dmg reduction as well as the armor passive
    This attacking mobs modifier value how can it be found/calculated ?

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    Quote Originally Posted by Xorrior View Post
    This attacking mobs modifier value how can it be found/calculated ?
    That's one of the unknown figures we player don't know.. This is just to give you a good idea of how armor works.

    It would be nice to know, I admit.
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    Quote Originally Posted by Ebezaanec View Post
    That's one of the unknown figures we player don't know.. This is just to give you a good idea of how armor works.

    It would be nice to know, I admit.
    Thanks.
    Worth testing with full armor, low armor and without against different mobs from low level to elites.

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    Crowsfoot, they need you! xD

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    Quote Originally Posted by Xorrior View Post
    Thanks.
    Worth testing with full armor, low armor and without against different mobs from low level to elites.
    There is minimum and maximum dmg, for usefull data output you have to make really huge amout of measurement. The armor modifier changes every level, so if you do test with 41 character, it will be usefull just to the end of season.

    For example:
    ------------------->
    note 100 hits (no crit and pierce) from mob without armor
    note 100 hits (no crit and pierce) from mob with 500 armor (or 100 or 200 or 300...)
    note 100 hits (no crit and pierce) from mob with twice amount of armor
    note 100 hits (no crit and pierce) from mob with three times amount of armor
    etc...

    See maximum and minimum dmg of mob
    reduction [%] = 1 - {(dmg with armor) / (reduction with 0 armor)}
    Put your data into chart and you will see if reduction is linear or not with growing armor
    <-------------------

    I think that 100 hits should be enought, but for more precise results do more

    Are you sure that all mobs has the same modifier? If not, the only usefull thing you make with test above is linear or unlinear damage reduction

    Good luck with testing, you have much to do up to Christmas :-)

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    Quote Originally Posted by Jirikjurasek View Post
    There is minimum and maximum dmg, for usefull data output you have to make really huge amout of measurement. The armor modifier changes every level, so if you do test with 41 character, it will be usefull just to the end of season.

    For example:
    ------------------->
    note 100 hits (no crit and pierce) from mob without armor
    note 100 hits (no crit and pierce) from mob with 500 armor (or 100 or 200 or 300...)
    note 100 hits (no crit and pierce) from mob with twice amount of armor
    note 100 hits (no crit and pierce) from mob with three times amount of armor
    etc...

    See maximum and minimum dmg of mob
    reduction [%] = 1 - {(dmg with armor) / (reduction with 0 armor)}
    Put your data into chart and you will see if reduction is linear or not with growing armor
    <-------------------

    I think that 100 hits should be enought, but for more precise results do more

    Are you sure that all mobs has the same modifier? If not, the only usefull thing you make with test above is linear or unlinear damage reduction

    Good luck with testing, you have much to do up to Christmas :-)
    Oh no I'm not going to nerd out. Just a test with lesser variables, a kind of summary for me to decide which way to go in gearing up my tank
    Last edited by Xorrior; 08-29-2014 at 11:44 AM.

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    At the same level, Damage Reduction = Armor / Level.

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    Armor is really screwy in this game. Honestly, I gave up trying to calculate a precise formula and just test the damage intake for all sets of gear I use. There are too many balancing components both in damage intake and certain damage outputs to derive a base equation.

    If you break out the trig and went ham, you may be able to find an exact equation. But, I don't think anyone wants to bother with that *rings Kali*


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    Quote Originally Posted by Xorrior View Post
    I have 2400 armor. My health is 6400. Can anyone explain benefits of armor stat for warrior pls, maybe using my stats shown.

    When I'm doing elites it feels armor does nothing as I see my health draining fast.
    SO the right and the oldest question is: "Health or armor?"

    And now, thanks to Kalizzaa thread, we have answer (click for more info)

    In fact, we look for creep dmg, when one armor point save one health point

    (creep dmg) = 1 / (2.297^10-4)
    (creep dmg) = 4353.5

    As you can see, if creep dmg is more than 4353.5, one armor is more than one health point. I dont know exactly how much dmg creeps in elites have, but Iam sure its not more than 4000 noncrit.

    Note: I'm counting that minimum dmg has exact diferent value as maximum dmg (i.e. 0,8 and 1,2) and average dmg has modifier 1 (= end dmg value is random from scale)

    @Xorrior: If you find creep, which deals you 1952 dmg or more, you will better to keep one more armor than one more hit point. Else health point are better

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    Slightly off topic - you have 2.4k armour and 6.4k health, is this without any pet active? I'd be interested in how you reached these stats, do you mind posting your gear, or would you feel comfortable talking in-game?

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    If I had to guess, Living Tree armor, Bulwark, +5% Armor buff, Archon Ring? Possibly doom or Wild talisman. Not too hard actually.

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    Quote Originally Posted by Sakiaz View Post
    Slightly off topic - you have 2.4k armour and 6.4k health, is this without any pet active? I'd be interested in how you reached these stats, do you mind posting your gear, or would you feel comfortable talking in-game?
    I don't mind talking about my gear, it's no secret

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    I have to say Kalizzaa is awesome with the analysis on own thread. Although the maths went through my head and sent my eyeballs spinning in a daze, I understand how armour works much better.

    Thank you all, you have all been solid troopers

    I would advise anyone wanting to know more to read Kalizzaa's thread where even the Dev explains although it's all geek speak LOL

    http://www.spacetimestudios.com/show...mage-Reduction

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