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Xorrior
08-28-2014, 03:35 PM
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.

Ebezaanec
08-28-2014, 06:20 PM
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

Xorrior
08-28-2014, 07:38 PM
Post from a dev explaining dmg reduction as well as the armor passive

This attacking mobs modifier value how can it be found/calculated ?

Ebezaanec
08-28-2014, 09:31 PM
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.

Xorrior
08-29-2014, 07:48 AM
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.

Counterhit ph
08-29-2014, 08:21 AM
Crowsfoot, they need you! xD

Jirikjurasek
08-29-2014, 09:54 AM
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 :-)

Xorrior
08-29-2014, 11:39 AM
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 :)

FluffNStuff
08-29-2014, 11:45 AM
At the same level, Damage Reduction = Armor / Level.

Crowsfoot
08-31-2014, 11:30 PM
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*

SacredKnight
09-10-2014, 04:50 AM
Quick! Someone call Kali using the Batphone I mean Kali Phone...

*Batman theme song*
*Crescendo*
*Kali*
*Etc.*

Jirikjurasek
09-10-2014, 06:18 AM
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) (http://www.spacetimestudios.com/showthread.php?172716-Armor-Analysis-and-it-s-impact-on-Damage-Reduction)

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

Sakiaz
09-15-2014, 08:51 PM
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?

SacredKnight
09-16-2014, 02:04 AM
If I had to guess, Living Tree armor, Bulwark, +5% Armor buff, Archon Ring? Possibly doom or Wild talisman. Not too hard actually.

Xorrior
09-16-2014, 05:51 PM
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 :)

Pet is Prance.
Living spirit armour of will (although I would prefer ancient druid) all Elondrian sharded normal.
Archon of Fatality level 36 supergemmed.
Claymore of will with normal elondrian shards.
Wild talisman of will with normal elondrian shards.

Xorrior
09-16-2014, 05:55 PM
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/showthread.php?172716-Armor-Analysis-and-it-s-impact-on-Damage-Reduction