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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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    Default Guide: Armor Valuation

    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.
    Last edited by Zylx; 07-03-2016 at 12:53 PM.

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    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
    Last edited by Zylx; 07-02-2016 at 01:43 AM.

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    Reserved again just in case..

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    I like this .. gj

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    Wow @.@ number jungle

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    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

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    *comes here to escape from the boredom of engineering maths*
    *sees a lot of math*
    *goes away*

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    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?
    Why do we fall? So that we can rise again.

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    Quote Originally Posted by Safiras View Post
    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.

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    Quote Originally Posted by Safiras View Post
    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

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    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.

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  17.   Click here to go to the next Dev post in this thread.   #12
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    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"
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    Quote Originally Posted by Carapace View Post
    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

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    Quote Originally Posted by Carapace View Post
    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?

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    Quote Originally Posted by SacredKnight View Post
    Interesting!

    What script language is used for AL?
    It's all in house proprietary, but logic never changes
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    How much armor do i need to get 50% dmg reduction in elite underhul? Gj on this btw

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    Quote Originally Posted by Carapace View Post
    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!

  24.   Click here to go to the next Dev post in this thread.   #18
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    Quote Originally Posted by Zaizor View Post
    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
    Last edited by Carapace; 07-06-2016 at 03:59 PM.
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    Quote Originally Posted by Thewolfbull View Post
    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.

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    Quote Originally Posted by Carapace View Post
    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

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