Iron Reflexes + Leather and Steel

Dear Mark can u please just explain again with math coz im a little confused again...
So let's say a duelist or ranger uses gear with armor and evasion. Assume he has total 500 armor and 500 evation.

Case 1: the user doesn't use Iron Reflexes
Case 2: the user uses Iron Reflexes (New Armor = armor + evation)

Math:

Case 1: a) user gets 24% increased armor (1.24 x 500) + 24% increased evation (1.24 x 500)

or b) he gets only 24% to either armor or evation

Case 2: a) user gets 24% increased New armor (500 + 500) x 1.24

or b) he gets 24% to either armor or evation before New armor
ie: (500 x 1.24) + 500 = New Armor

Another problem is that after taking Iron Reflexes u don't get to see your individual old values of armor and evation but only the New armor. This makes difficult for users to calculate which nodes are more benefitial for them to take. Example:

The 6 node leather and steel gives in total 64% extra armor and evation
The 3 node leather and steel gives in total 40% extra armor and evation
The 3 node steel skin gives in total 50% extra armor

So which one is more benefitial for an Iron Reflexes User. If the steel skin node applies as Case 2 a) then for 3 points u get 50% extra New Armor = (500 + 500) x 1.5

And if this is the case then picking up single evation nodes isn't worth It anymore since armor nodes will apply to both evation and armor after taking Iron Reflexes if you are using armor + evation gear.

Sorry if this seems confusing or stupid to ask but just asking for clarification so that everyone understands.
HC IGN: FrenzyQueen (lvl88 Ranger)
SC IGN: XtReMeSkillS (lvl69 Ranger)
Last edited by pantelas69 on Feb 2, 2013, 3:31:04 AM
"
Mark_GGG wrote:
There is no "both"
Leather and steel applies one, and only one, modifier.
The value of the modifier is a 24% increase.
The modifier applies to evasion rating and armour.

It is not a 24% increase to evasion rating, and a separate 24% increase to armour.

It's "24% increased Evastion Rating and Armour". One bonus, with two things it can apply to.
Just like "10% increased elemental damage" applies to cold dmage, fire damage and lightning damage.

There is never any situation in the game where one bonus can be applied twice to the same value. When you convert cold damage to fire damage using the support, the elemental damage bonuses don't apply twice. The damage either is or isn't elemental.

If you have evasion, you total all increases to evasion rating. Leather and steel applies, because it affects evasion rating.
If you have armour, you total all increases to armour. Leather and steel applies, because it affects armour.
If you have evasion converted to armour, you total all increases which apply to either of those things. Leather and steel applies, so is included. It does not "apply twice", it's one bonus, and it's either applied or isn't.


Please read my previous post and if able give us an answer! thanks
HC IGN: FrenzyQueen (lvl88 Ranger)
SC IGN: XtReMeSkillS (lvl69 Ranger)
I really would like to know the answer to pantela's question as well.
When you convert something, it's affected by modifiers to the thing converted from, and the thing converted to.

If you have IR, your armour is still affected just by increases that apply to armour. You evasion is converted to armour, and affected by any increases that apply to either evasion or to armour.

1) You take your base armour, and apply any increase that applies to armour - this includes Leather and Steel.
2) You take your base evasion, and apply any increase that applies to armour, or to evasion. - this includes Leather and Steel.
3) Add those two numbers together. That's your total armour.

"
pantelas69 wrote:
So let's say a duelist or ranger uses gear with armor and evasion. Assume he has total 500 armor and 500 evation.

Case 1: the user doesn't use Iron Reflexes
Case 2: the user uses Iron Reflexes (New Armor = armor + evation)

Math:

Case 1: a) user gets 24% increased armor (1.24 x 500) + 24% increased evation (1.24 x 500)

or b) he gets only 24% to either armor or evation
There is only ONE bonus, and it applies to both armour and to evasion. Armour is increased by the bonus, because it's armour. Evasion is increased by the bonus, because it's evasion.
The numbers match your version a), but your description is inaccurate - there is one bonus, not two separate bonuses.

"
pantelas69 wrote:
Case 2: a) user gets 24% increased New armor (500 + 500) x 1.24

or b) he gets 24% to either armor or evation before New armor
ie: (500 x 1.24) + 500 = New Armor
500 base armour is increased by the total of all increases that apply to armour. In this case, the only bonus in play is "24% increased evasion and armour", so that total is 24%. so 500 * 1.24 = 620 armour from base armour.
Base evasion is converted to armour, and affected by all increases that would apply to armour, or to evasion. In this case, the only bonus in play is "24% increased evasion and armour", so that total is 24%. 500 * 1.24 = 620 armour from base evasion.

When you are totalling increases that apply to evasion, L&S is included, because it applies to armour.
When you are totalling increases that apply to armour, L&S is included, because it applies to evasion.
When you are totalling increases that apply to either armour or evasion, which you do for the evasion converted to armour by IR), L&S is included, because it applies to armour or evasion.

A bonus either applies or does not apply. Yes or No. One bonus cannot "apply twice" to one value. Either it applies, or it does not. L&S simply has two cases when it applies - if the thing is armour, or if it's evasion.
Mark_GGG thanks for ur reply. Ur explanation is detailed but without numbers unfortunately. I think people need numbers to understand properly! As stated by u in another thread that the formula used to calculate the total armor when using mixed armor and evation gear with Iron Reflexes and leather and steel would be the following:

Final armour = base armour * (1 + [total increases to armour]) + base evasion * (1 + [total increases to armour and evasion])

if Total Increases to Armour = Armour% + Armour & Evation% from L&S
if Total Increases to Evation = Evation% + Armour & Evation% from L&S
then

Final Armour = Base Armour *(1 + Armour% + "Armour and Evasion%") + Base Evasion *(1 + Evasion% + "Armour and Evasion%")


Example:

Base Armor = 1000 from gear
Base Evation = 1000 from gear
Armor bonus from armour passive skill nodes = 68% (iron steel 50% armour mastery 18%)
Evation bonus from evation passive skill nodes = 48% (first 4 nodes ranger skilltree)
Armour & Evation bonuses from Lleather and Steel = 104% (3node & 6node L&S skilltrees)
Evation bonus from X dexterity (eg. if X = 250 dext then evation% = 50% )

Then according to the above formula the Total Armour would be:

Final Armour = 1000 * (1 + 68% + 104%) + 1000 * (1 + 48% + 50% + 104%)
Final Armour = 1000 * (1 + 0.68 + 1.04) + 1000 * (1 + 0.48 + 0.5 + 1.04)
Final Armour = 1000 * 2.72 + 1000 * 3.02
Final Armour = 2720 + 3020
Final Armour = 5240

Correct me if i'm wrong!!!
HC IGN: FrenzyQueen (lvl88 Ranger)
SC IGN: XtReMeSkillS (lvl69 Ranger)
Last edited by pantelas69 on Feb 3, 2013, 4:51:05 AM
Okay, let me get this straight.

Iron Reflex
0 Base armor
1000 Base evasion
+40% increased armor (Not from Leather and Steel)
+45% increased evasion (Not from Leather and Steel)
+24% increased armor and evasion (Leather and Steel)

Total Armor
= 0*1.64 (40%+24%) + 1000*2.09 (45%+40%+24%) = 2090 armor

Is this correct, Mark?
Last edited by Zealflare on Feb 3, 2013, 10:37:24 AM
"% Increased Armour" also applies to converted armour, so the correct formula would be:

Armour = Base Armour * (1 + Armour% + "Armour and Evasion%") + Base Evasion * (1 + Armour% + Evasion% + "Armour and Evasion%")

Using those previous numbers, the total would be:

= 1000 * (1 + 68% + 104%) + 1000 * (1 + 68% + 48% + 50% + 104%)
= 1000 * (1 + 0.68 + 1.04) + 1000 * (1 + 0.68 + 0.48 + 0.5 + 1.04)
= 1000 * 2.72 + 1000 * 3.70
= 2720 + 3700
= 6420

If the item was a shield any "% Increased Defences from equipped shield" passives would also be included in both sets of brackets. Each of the % Increases apply only once to a given unit of base evasion, never twice.
I have created an easy to use picture to explain it now that I think I understand it a bit better.



As you can see - as long as the % gain per passive point invested is roughly the same (I chose 10% in my example) all options seem roughly in line with each other.

If you are a 50:50 armor/dodge hybrid (duelist) then armor or l+s talents will get you increases to both sides of the armour+dodge=total equation, but dodge will only apply to the dodge bonus.

If you are a dodge user then 10% l+s = 10% armor = 10% dodge.

If you are an armor user then 10% armor = 10% l+s, but 10% dodge will be useless for you.


Hope this clears things up.
50:50 : l+s or armor passives, which makes sense because as Mark says; evasion passives only ever get added to your evasion, never your armor. You'd be picking up a passive which only works on half your stats.
100% evasion : All passives are even :)
100% armor : l+s and armour passives are tied, evasion passives do nothing.

If l+s is tied for first place, pick it. It'll apply its bonuses to determination AND grace auras rather than just 1 aura if you go for specific passives.
Last edited by fadeawayyx on Feb 4, 2013, 3:48:13 PM
So much text and terms. The simple question is this:

If you take all Leather and Steel Passives and then take Iron Reflexes, it will calculate in the same order? Example:


1000 armor and 1000 evasion. Apply 104% from all Leather and steal nodes = 2040 armor and evasion.

Now take IR and apply 2040 evasion to 2040 armor and u get 4080 armor. This is how it reads to most players from the tooltip.

Now the question is, if i take 60% more green evasion nodes (Reflexes) before taking IR, it will add to my base evasion and THEN transform into armor? Cause again, that's how you should interpret the tooltips of Leather and Steel and IR.


"
pantelas69 wrote:
Mark_GGG thanks for ur reply. Ur explanation is detailed but without numbers unfortunately. I think people need numbers to understand properly!
I did give numbers - for the first case I said the numbers were sa you listed in your example, and for the second I gave explicit correct numbers.
"
pantelas69 wrote:
As stated by u in another thread that the formula used to calculate the total armor when using mixed armor and evation gear with Iron Reflexes and leather and steel would be the following:

Final armour = base armour * (1 + [total increases to armour]) + base evasion * (1 + [total increases to armour and evasion])

if Total Increases to Armour = Armour% + Armour & Evation% from L&S
if Total Increases to Evation = Evation% + Armour & Evation% from L&S
then

Final Armour = Base Armour *(1 + Armour% + "Armour and Evasion%") + Base Evasion *(1 + Evasion% + "Armour and Evasion%")
No. My formula said evasion was increased by "total increases to armour and evasion". You're applying only "total increases to evasion", which is not correct. As I said before, evasion which is converted to armour is affected by modifiers which affect either evasion or armour, not only by those that effect evasion.
This throws off your example with the numbers.
"
Zoid wrote:
"% Increased Armour" also applies to converted armour, so the correct formula would be:

Armour = Base Armour * (1 + Armour% + "Armour and Evasion%") + Base Evasion * (1 + Armour% + Evasion% + "Armour and Evasion%")

Using those previous numbers, the total would be:

= 1000 * (1 + 68% + 104%) + 1000 * (1 + 68% + 48% + 50% + 104%)
= 1000 * (1 + 0.68 + 1.04) + 1000 * (1 + 0.68 + 0.48 + 0.5 + 1.04)
= 1000 * 2.72 + 1000 * 3.70
= 2720 + 3700
= 6420

If the item was a shield any "% Increased Defences from equipped shield" passives would also be included in both sets of brackets. Each of the % Increases apply only once to a given unit of base evasion, never twice.
This is entirely correct.

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