The sad state that is Armor
" I think I don't understand "flat" damage reduction the same as you do. To me, flat damage reduction is a fixed amount that is always deduced from damage whatever you do (for example 500 less damage to each hit). This is very strong against up to medium damage, but is quickly very weak against higher damage. What you are asking for is to reduce damage by a certain percentage (for example 50% less damage to each hit). This is equally strong against all amounts of damage. But we do have to keep in mind that the current calculation, while pretty ineffective against high damage, scales better than percentage reduction. What I mean is that low level characters wouldn't want to use armour if it was simply a percentage reduction. I think the issue comes with the value that decreases armour effectiveness rather than the calculation method. I believe it should be reduced by monster level rather than monster damage, thus requiring more armour the higher level the monsters you fight are. |
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" "Flat" refers to a system where it result is the same regardless of any variables. Flat reduction is shown in Arctic Armor (-x damage) and e-charges (-4% physical damage taken). The way armor works right now is not flat, it is linear, if not exponential. I haven't looked at the armor tables since it's absolutely useless for anyone to begin thinking of using. Higher armor does well against small hits, and becomes less and less powerful against bigger hits. | |
" Its not armor that is underpowered, but elemental/chaos resistances are broken. Solution: Make armor act as a base rating for elemental defense then use elemental/chaos resist modifiers as a boost for base rating and show elemental/chaos damage reduction like armor already does for physical damage although it will need different values. | |
" Problem solved, change how elemental/chaos resist works so they become multipliers to armor against elemental/chaos damage. (+1)- Armor will be useful against elemental and chaos damage (-1)- Mechanics of elemental/chaos resist will need some rework | |
The problem is just with the big hits. I'd really like to see Unwavering Stance have and added effect, something like 'Enemy attacks can not be evaded or dodged. Armor is twice as effective. Stun chance is lucky.' That would change the scaling in the equation to be a factor of 6 rather than a factor of 12 for US characters. You'd still need to stack a massive amount of armor to deal with huge hits but it should actually be possible (especially if they add a few 'more' armor nodes behind US), it has the drawback of no longer making you completely immune to stun relying on a double roll and the improved function of armor reducing damage.
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" So builds getting ~90% fire resistance shouldn't be able to barely facetank Atziri with over 6k hit points? And then you say that the problem isn't that not a single pure armor build can facetank a boss? Are you sure you're not playing Diablo III? | |
" Well, then I think 2 things should happen to armor: 1 - Ability to reduce the additional damage dealt by critical hits (before it calculates normal mitigation), with more efficiency against larger multiplier. So X armor against a crit from a 1000 base damage might reduce a +100% multiplier to +80% (from 2000 to 1800, 20% less multiplier) but a +300% to +150% (from 4000 to 2500 total, 50% less multiplier). An easier way to put this would be to look at the additional damage a crit is dealing, such that X armor against 1000 additional damage from crit reduces it by 200 (20%), but against 3000 reduces it by 1500 (50%). It works better against bigger incoming bonus crit damage, but on the other hand, has little effect on a low crit multiplier (crits with +50% multiplier might represent the "ground zero" and not have their bonus damage reduced at all). 2 - Affect elemental damage, through (either/both): a) Naturally cause X% of your armor to work against elemental damage b) Add a Notable / Keystone that causes (an additional) X% of your armor to work against elemental damage, but also lowers your max resists cap by Y%. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus on Oct 8, 2014, 10:09:16 PM
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If you're going to link armour and elemental resistance, you might as well simply give more elemental resistances to armour nodes and/or make some elemental resistance +%armour mods, rather than trying some potentially game-breaking method.
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" What game-breaking? Are you dense? Assuming you have 75% all resists... If you have 50% Evasion, 30% Dodge and 20% Spell Dodge, that means you take 0.7*0.5*0.25=0,0875 times (~0,9%) the average damage from elemental attacks, instead of 0.25 times (25%). Non-attack Spells will deal 0.25*0.8=0.2 (20%) instead of 0.25 times (20%). Energy Shield works fully against elemental damage. If you have armor? Jack shit. Elemental damage just laughs on your face, and heavy physical hits will still melt you. Adding resistance nodes doesn't do anything to solve armor's problem - it just gets you to elemental resist cap sooner... Causing a small percentage (10% is hypotetical) of your armor to affect elemental damage will be almost like Spell Dodge for Evasion, but since armor is less effective the bigger the incoming damage, strong elemental hits will still have nearly full effect. Some Math. Damage Reduction Factor = Armour / ( Armour + (12 * Damage) ) Received Damage Formula = Damage * (1-Damage Reduction Factor) Armor = 1200 Incoming Physical hits = 200 and 1000 Resistances = 75% (resistances apply first) Incoming Elemental hits = 800 and 4000 (elemental damage becomes proportionally higher as you advance in the game because you are eventually EXPECTED to reach the resist cap) Currently (0% of your armor works against Elemental damage): Physical damage taken vs 200 = 134 (33% reduction) Physical damage taken vs 1000 = 910 (9% reduction) Elemental damage taken vs 800 = 200 (75% resistances, 0% reduction) Elemental damage taken vs 4000 = 1000 (75% resistances, 0% reduction) Assuming 10% of your armor works against Elemental damage): Elemental damage taken vs 800 = 190 (75% resistances, 5% reduction) Elemental damage taken vs 4000 = 990 (75% resistances, 1% reduction) What if 50% of your armor works against Elemental damage? Elemental damage taken vs 800 = 160 (75% resistances, 20% reduction) Elemental damage taken vs 4000 = 950 (75% resistances, 5% reduction) Totally overpowered, right? Note: On the off-chance using Granite Flask + Resist Flask might become an OP combo for elemental damage mitigation, you can make Granite Flask also apply a penalty to all resist caps (somewhere between 5% and 10%). Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus on Oct 9, 2014, 9:05:22 AM
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" lol. Everything suggested in this thread is a potential game-breaking method. This thread can also be read like: "I don't want to ever die while playing poe" which is the same as: "i just want to minimize the risk of taking a bad call and die" wich also may be like: "i want to stomp hard on the A.I. with raw stats". Giving more survival it's not fun, i mean, we are supposed to die (eventually, but die). Also, there are ways of making this less "risky". Just think about it. The solutions are already in-game. Armor has nothing to do with this. |