PDA

View Full Version : Guide: Armor Valuation



Zylx
07-02-2016, 01:22 AM
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.

Zylx
07-02-2016, 01:24 AM
Experiments:

Mage lv56 against a lv56 Glintstone Beetle with 0 armor and no armor/DR modifiers.

0 Armor
973
917
878
903
897
897
788
866
897
904
Average: 892

1580 Armor rating against same enemy.
712
624
586
613
713
664
661
625
644
622
Average: 646.4

Armor * Modifier = Damage Reduction
Modifier =* Dmg Rdn ÷ Armor

(1580) x (mod) = ((892-646.4)÷(892))
Mod = ((892-646.4)÷(892))÷(1580)
Mod = (0.2753363229)÷(1580)
*
Estimated modifier = 0.0001742634

1580 Armor against same enemy (second experiment)
618
612
596
643
610
621
588
662
592
614
590
625
Average: 614.25
Modifier=0.0001970752

1027 Armor against same enemy
690
742
734
638
655
701
752
748
768
768
768
784

Modifier=0.0001779312

Average Modifier=0.0001830899

Zylx
07-02-2016, 01:26 AM
Reserved again just in case..

Shaker Ida
07-02-2016, 03:23 AM
I like this .. gj

Sent from my SM-G925F using Tapatalk

IgnBadass
07-02-2016, 05:02 AM
Wow @.@ number jungle

Tapatalkkal küldve az én GT-S7580 eszközömről

Sandeeep
07-02-2016, 01:00 PM
wow another person trying to beat the RNG and hidden stats
cracking the game

~im trying to find a way to bypass the shazbot and klass items
it works from time-stamps and sequence, still caluclating it

Arcael
07-02-2016, 02:09 PM
*comes here to escape from the boredom of engineering maths*
*sees a lot of math*
*goes away*

Safiras
07-02-2016, 09:16 PM
This is great but doesn't answer the question of why mobs in the easiest maps do zero damage to a lvl56 toon with zero armor (try it out yourself guys). Any theories?

Zylx
07-03-2016, 01:15 AM
This is great but doesn't answer the question of why mobs in the easiest maps do zero damage to a lvl56 toon with zero armor (try it out yourself guys). Any theories?

Good question. Maybe there is a similar algorithm for damage between levels or a completely separate system in the scaling of certain maps that would cause something like that. The only people that know for sure are the devs lol.

Sandeeep
07-03-2016, 03:31 AM
This is great but doesn't answer the question of why mobs in the easiest maps do zero damage to a lvl56 toon with zero armor (try it out yourself guys). Any theories?

char lvl
enemy lvl
armor
i beleive this is what is affects the dmg on us
we too high lvl

noticed a lvl 46 warrior with approx 1k armor gets some dmg from elite nordr, whereas lvl 56 warrior with almost the same armor value (+- 25) get 0 dmg from nordr, no passives for both

Viktor Atanasov
07-03-2016, 06:32 PM
Well Safiras is right here,that doesn't answer the question about mobs in lower maps not dealing damage on level 56 character.
For better explanation of the question,get yourself a level 56 character,you can get mage because of the lowest hp.Then get a some level 15 PVP player with best gear.
Unequip full gear from mage and go in brackenridge you will see that the mobs will not deal any damage,on the other side we have the warrior in brackenridge with better hp and high armor almost dying there if he don't heal.
STS Answer that. :confusion:

Carapace
07-05-2016, 02:16 PM
like in most MMO's there is a level difference scalar applied. The reason your level 56 takes 0 damage from a level 11 mob is due to this. If the enemy was going to do 50 damage at an equal level, but they aren't because of the difference it all but gets negated through 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.

You're math is pretty good, and you're certainly in the ballpark though you likely we fall upon some oddness and other things we utilize that you may write off as "unknown variables" ;)

Zylx
07-05-2016, 02:37 PM
like in most MMO's there is a level difference scalar applied. The reason your level 56 takes 0 damage from a level 11 mob is due to this. If the enemy was going to do 50 damage at an equal level, but they aren't because of the difference it all but gets negated through 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.

You're math is pretty good, and you're certainly in the ballpark though you likely we fall upon some oddness and other things we utilize that you may write off as "unknown variables" ;)
Interesting :3

It'd be awesome if these variables were leaked to the community to provide more of an understanding on what makes these stats tick ;)

Sent from my SM-S902L using Tapatalk

SacredKnight
07-05-2016, 08:54 PM
like in most MMO's there is a level difference scalar applied. The reason your level 56 takes 0 damage from a level 11 mob is due to this. If the enemy was going to do 50 damage at an equal level, but they aren't because of the difference it all but gets negated through 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.

You're math is pretty good, and you're certainly in the ballpark though you likely we fall upon some oddness and other things we utilize that you may write off as "unknown variables" ;)

Interesting!

What script language is used for AL?

Carapace
07-06-2016, 11:44 AM
Interesting!

What script language is used for AL?

It's all in house proprietary, but logic never changes

Thewolfbull
07-06-2016, 11:59 AM
How much armor do i need to get 50% dmg reduction in elite underhul? Gj on this btw :)

Zaizor
07-06-2016, 02:16 PM
It's all in house proprietary, but logic never changes

Translation: Mind ya business, you didn't see nothing...

This thread did help me tweak the armor vs health debate I was having during this event. With some adjustments, it made a huge difference, so thanks Zylx!

Carapace
07-06-2016, 03:54 PM
Translation: Mind ya business, you didn't see nothing...

Only in that the first rule of fight club is I cannot talk about fight club :)

Zylx
07-06-2016, 05:09 PM
How much armor do i need to get 50% dmg reduction in elite underhul? Gj on this btw :)

Elite underhul i believe is a tad bit different (i think the enemies are lv58) so you would need just a tad bit more than 2,800-2,900 armor. If the damage-level modifier also applies, you could need even more armor.

Hoardseeker
07-06-2016, 09:58 PM
like in most MMO's there is a level difference scalar applied. The reason your level 56 takes 0 damage from a level 11 mob is due to this. If the enemy was going to do 50 damage at an equal level, but they aren't because of the difference it all but gets negated through 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.

You're math is pretty good, and you're certainly in the ballpark though you likely we fall upon some oddness and other things we utilize that you may write off as "unknown variables" ;)

I actually wondered how a Very little Int boost made me much stronger in each level :O

Sandeeep
07-11-2016, 03:21 PM
http://www.spacetimestudios.com/showthread.php?212529-Full-Armor-amp-Damage-Reduction-Analysis&highlight=armor+damage+reduction

saw this idk if it helps

Zylx
07-11-2016, 04:11 PM
http://www.spacetimestudios.com/showthread.php?212529-Full-Armor-amp-Damage-Reduction-Analysis&highlight=armor+damage+reduction

saw this idk if it helps

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.

Plqgue
07-11-2016, 08:46 PM
Interesting!

What script language is used for AL?

I just had to say I love your sig

Litheus
07-13-2016, 05:45 AM
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%

Zylx
07-13-2016, 06:03 AM
so like 500 armour reduces the damages received by around 10%
Yes, about 9.2%

Rakuuun
07-14-2016, 10:30 AM
so what is better health or armor ?

Traosabara
07-18-2016, 06:50 PM
This is interesting information, but it's still not clear to me whether +100 health or +100 armor is better.

Zylx
07-19-2016, 01:37 AM
so what is better health or armor ?


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.

Neutrone
07-30-2016, 04:51 AM
Reserved cuz this is pretty useful

IGN: Mustang

Lim Weibin
07-30-2016, 04:55 AM
nice guide good work!

pretzel
07-30-2016, 04:34 PM
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.

B.Bence
07-30-2016, 11:57 PM
How can i check the lvl of the enemy?

Zynzyn
08-04-2016, 12:19 PM
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?

Zylx
08-04-2016, 01:59 PM
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.

Justg
08-04-2016, 02:06 PM
Promoted to guide, congrats and thank you!

Litheus
08-04-2016, 02:29 PM
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?

Nobear
08-10-2016, 09:23 PM
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.

WolfCyr
09-01-2016, 07:19 PM
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 !

Fearrr
09-06-2016, 01:34 PM
Thx Zylx for guide! Been wondering about this for a long time.

Richyboyyyy
09-17-2016, 03:39 AM
Thanks man very usefull