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  Click here to go to the first Dev post in this thread.   Thread: Guide: Armor Valuation

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    Luminary Poster Zylx's Avatar
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    Quote Originally Posted by Sandeeep View Post
    The thing is, that post is only a vague representation of the relationship between armor and damage reduction, but the armor values themselves and how they reflect the damage recieved could be contingent on existing variables in interlevel damage and armor modifications, and are no longer accurate in the current cap. Except for PvP as these variables are only effective in larger level gaps.
    Last edited by Zylx; 07-11-2016 at 04:14 PM.

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    Quote Originally Posted by SacredKnight View Post
    Interesting!

    What script language is used for AL?
    I just had to say I love your sig

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    Quote Originally Posted by Zylx View Post
    Have you ever wondered what the number by the Armor stat means? Have you ever wondered whether +100 health is better than +100 armor or vice-versa? Then this is the guide for you.

    The Armor rating is a numerical value that determines how much damage gets reduced by each incoming attack dependent on a mysterious value determined by the attacker's level. This mysterious value is called the Level Modifier. We can determine the final damage reduction by a simple equation:

    Armor * (Level Modifier) = Damage Reduction

    The Level Modifier's value decreases as the enemy level increases, meaning you need more armor to maintain a decent damage reduction from higher level enemies.

    The Level Modifier is conceived behind the scenes within the studio as a mystery (whether intentional or not) to us players (If STS is willing to share the exact modifiers, please do so). However, after a simple experiment, we can determine what the [approximate] value of the modifier is.

    On my lv56 sorc, i went into Normal Glintstone (which would be lv56 enemies) solo COMPLETELY naked (no gear, no elixir, no pet, no passives, no buffs) and noted down how much each tick of actual damage (no crit) i absorb from the same enemy, and determined the average damage output after collecting several damage values. I then went in with ONLY 1580 Armor (no buffs/pets/elixirs) and did the same thing to determine the damage reduction from my armor. Please see a further post on this thread for the details on my experiments.

    I have determined the approximate Level Modifier by a Lv56 enemy to be about 0.0001830899

    To determine your current approximate damage reduction percentage against lvl 56 enemies, multiply your armor rating by 0.0001830899 and move the decimal two places to the right.

    So for quick reference:
    1,000 armor = ~18.3% DR
    1,500 armor = ~27.5% DR
    2,000 armor = ~36.6% DR
    2,500 armor = ~45.8% DR
    3,000 armor = ~55% DR
    3,500 armor = ~64.1% DR
    5,462 armor = ~100% DR
    Against a lv56 enemy!


    I may collect more data for other levels later. This is a guide-in-progress.
    so like 500 armour reduces the damages received by around 10%

  5. #25
    Luminary Poster Zylx's Avatar
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    Quote Originally Posted by Litheus View Post
    so like 500 armour reduces the damages received by around 10%
    Yes, about 9.2%

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    Senior Member Rakuuun's Avatar
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    so what is better health or armor ?

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    This is interesting information, but it's still not clear to me whether +100 health or +100 armor is better.
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    Quote Originally Posted by Rakuuun View Post
    so what is better health or armor ?
    Quote Originally Posted by Traosabara View Post
    This is interesting information, but it's still not clear to me whether +100 health or +100 armor is better.
    It's actually not that simple. The answer is contingent on what the starting values are and how much of a difference they are from each other and how much of an impact they have on incoming damage.

    I dont feel like drawing the math out for a hypothetical scenario right now, but to find your answer:

    1) Determine your character's current hp, armor, and damage reduction. Determine some kind of base incoming damage value from an enemy and reduce it according to your armor.

    2) Calculate the reduced damage recieved and determine how many ticks of damage it would take to kill your character.

    3) Add 100 armor and calculate your new damage reduction. Then repeat step 2.

    4) Add 100 hp (and use the armor value you used in step 1) and repeat step 2.



    With that, you should be able to determine which is better. But i can safely say that for the most part there is not a huge amount of difference between the effectiveness of both defenses. But generally the higher you have of one value, the more effective it would be to increase the other.

    There is not a simple answer to which is better, its all circumstantial.

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    Reserved cuz this is pretty useful

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    nice guide good work!

    - Living in a delusional state -

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    Quote Originally Posted by Traosabara View Post
    This is interesting information, but it's still not clear to me whether +100 health or +100 armor is better.
    If I didn't miss anything +100 armor amount to ~1.8% damage reduction, so +100 armor is better than +100 health if after you add +100 health, your original health is greater than 98.2% in short if health>(health+100)*(98.2/100) i.e. health>5455

    This is only when fighting enemies of your level.

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    How can i check the lvl of the enemy?

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    Quote Originally Posted by Carapace View Post
    the level adjustments we have in place combined with the damage reduction. The inverse is also true, meaning if you are a level LOWER than the enemy they will be hitting you harder.
    I was just reading this thread and found this post which does provide some clarity but I have questions. When you say that if you are a level lower then the enemy will hit harder - what exactly is harder?

    Does harder mean that suppose an enemy does X amount of dmg on a player of equal level, would that enemy deal X+Y amount of damage on a player who is a level lower just because of the level difference despite the player's armor stats?

    Please correct me if I'm wrong but I assume this applies to PVP as well? If so, what is the reasoning for damage dealt/reduced in PVP to be based on level modifiers AND armor stats? Why do we need level adjustments?
    Last edited by Zynzyn; 08-04-2016 at 01:36 PM. Reason: typos fixed

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    Quote Originally Posted by Zynzyn View Post
    I was just reading this thread and found this post which does provide some clarity but I have questions. When you say that if you are a level lower then the enemy will hit harder - what exactly is harder?

    Does harder mean that suppose an enemy does X amount of dmg on a player of equal level, would that enemy deal X+Y amount of damage on a player who is a level lower just because of the level difference despite the player's armor stats?

    Please correct me if I'm wrong but I assume this applies to PVP as well? If so, what is the reasoning for damage dealt/reduced in PVP to be based on level modifiers AND armor stats? Why do we need level adjustments?
    The interlevel damage modifier is most likely a percentage system like the armor stat. An enemy that is 5 levels below probably has their damage output cut by 10% or so against the player. In reality this helps to simplify and compensate scaling without having to sporadically increase our actual stats causing a complex balance issue between each other. Combining this with our armor scaling explains why enemies that are several levels below us do not apply damage. It's like a baby punching John Cena.

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  17.   This is the last Dev post in this thread.   #35
    Spacetime Studios Dev Justg's Avatar
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    Promoted to guide, congrats and thank you!
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    what i think is as you level up armour becomes more important than hp...at twink levels like 15,16 armour can be sacrificed for health but as you level up it becomes opposite...am i correct?

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    Thanks a lot for doing these experiments. I didn't even know whether armor translated into a fixed blocking amount or a DR%. Now I know it's a DR%. Very cool.

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    Thanks a lot for this ! I'm a new player and it is the first thing I researched on the game. For the players how don't want to do maths during a game, just remember that your level x 100 in armor value is 100% reduction.
    Can someone tell me if it works the same in pvp and if there is a cap like 75% reduction max.
    I'd like to know too if the OP has done some researchs on the level difference, like for exemple 1 level below = -5% damage, 2 levels -10% etc ...
    Thanks a lot !

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    Senior Member Fearrr's Avatar
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    Thx Zylx for guide! Been wondering about this for a long time.
    Imagine for the last 3 Years while being in your 20’s following another dude around the Internet...F Pathetic..Scll#TrannyActivity🤡🤮

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    Thanks man very usefull

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