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    Senior Member Madnex's Avatar
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    Default Full Armor & Damage Reduction Analysis.



     
    Armor Damage Taken
    0 938
    400 848
    585 807
    600 804
    850 748
    935 729
    1000 714
    1075 698
    1200 670
    1275 653
    1310 645
    1425 619
    1500 602
    1555 590
    1600 581
    1612 578
    1700 558
    1745 548
    1800 536
    1860 522
    1990 493
    2137 460
    2155 457
    2200 447
    2380 406
    2520 375
    2717 331
    (Based on the static damage received from a certain boss in Shuyal, scaled to L41).

    As part of supplementary tests, I would also like to confirm that neither the enemy's HP/armor nor its damage are scaling higher depending on if there is a warrior in party or not. With everyone in party at the same level, the mobs' difficulty only depends on the number of players in the instance, not the classes. You're welcome, warriors!

    There might be another topic coming containing the exact percentages of how mob's damage, armor and HP are scaling as more players join the party. For now, as a general guideline, mobs and bosses seem to scale smoother for three players comparing to four, purely from a statistical point of view.

    Bonus info: The damage reduction from both Nekro's & Scorch's shield is 40%. The difference is that Nekro's absorbs much more HP before it breaks.


     

    Special thanks to Blipz, Ardbeg, Raregem, Shinytoy & the Pheonix guild for assisting with the tests and Kalizzaa for making an awesome chart out of the gathered data!

    Hope this helps.
    Last edited by Madnex; 11-11-2015 at 10:36 PM. Reason: Edit on bonus info.

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