Armor Explaination plz.

"
Androsity wrote:
Okay i guess my next question is why would you use a system like this? generally speaking when my stat screen says i get 76% damage reduction I would expect that to mean if I got hit by an enemy at my level then I would reduce the amount of damage that enemy did by 76%. I fail to see any point in ever building full armor if taking a bigger hit reduces that amount of damage I mitigate.


If they didn't use a system like that it would be too easy to reach the reduction cap. Many games use a formula just like that, like titan quest or sacred. The problem people have with it in PoE is this: We're located on the wrong section of the curve. It's easy to hit the upper curve in Sacred, where you hit diminishing returns and a big increase in armor nets you only a percent or such. We're on the lower part here, where the amount of armor we get through gear and a few passives isn't nearly enough to saturate incoming damage and every boost counts, going armor without determination aura is, to put it mildly, impotent.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
Mark_GGG wrote:
"
Androsity wrote:
"The absolute amount of damage blocked gets closer to the maximum the more damage the hit does; however, the proportion of damage blocked decreases."

that just doesn't make any sense to me at all


The forumla for physical damage reduction from armour is:
reduction = ( armour / ( armour + damage * 12 ) );

Say for example you have 2000 armour.

If an enemy hits you for 200 damage, you'll reduce it by
2000 / ( 2000 + 200 x 12 )
= 2000 / ( 2000 + 2400 )
= 2000 / 4400
= 45% damage reduction on a hit of 200 damage. That means you prevent 90 damage (45% of 200), and take 110 damage.

If the enemy hit you for 1000 damage, you'll reduce it by
2000 / ( 2000 + 1000 x 12 )
= 2000 / ( 2000 + 12000 )
= 2000 / 14000
= 14% damage reduction on a hit of 1000 damage. That means you prevent 140 damage (14% of 1000) and take 860 damage.

Notice that when the damage increased, the % damage reduction decreased (from 45% to 14%) but the absolute amount of damage prevented increased (from 90 to 140). That's exactly what the part you quoted is saying - % reduction decreases, but actual amount of damage increases because it's a smaller percentage of an even bigger base value.


How do endurance charges fit into this equation?
Beyond league.
"
How do endurance charges fit into this equation?


Added on top of previously calculated armor reduction.
If you get hit for 100 damage and have 1200 armor, you will have 50% reduction against that hit, if you also have 5 endurance charges that will be 70%.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
raics wrote:
"
How do endurance charges fit into this equation?


Added on top of previously calculated armor reduction.
If you get hit for 100 damage and have 1200 armor, you will have 50% reduction against that hit, if you also have 5 endurance charges that will be 70%.


So endurance charges gain more value the more armor you have and are more effective against large hits. Right.

Guess it kind of makes sense, endurance being strength/melee-based. In absolute values it's the same but 20% additional reduction on top of 70% is obviously much better than 20% additional reduction on 10%...
Beyond league.
I don't get endurance charges still. Using the example the dev provided:

"Say for example you have 2000 armour.

If an enemy hits you for 200 damage, you'll reduce it by
2000 / ( 2000 + 200 x 12 )
= 2000 / ( 2000 + 2400 )
= 2000 / 4400
= 45% damage reduction on a hit of 200 damage. That means you prevent 90 damage (45% of 200), and take 110 damage.

If the enemy hit you for 1000 damage, you'll reduce it by
2000 / ( 2000 + 1000 x 12 )
= 2000 / ( 2000 + 12000 )
= 2000 / 14000
= 14% damage reduction on a hit of 1000 damage. That means you prevent 140 damage (14% of 1000) and take 860 damage."

How do the above equations change if you now had 3 endurance charges vs 7?

"
brookeanimals wrote:
How do the above equations change if you now had 3 endurance charges vs 7?


3 endurance charges = 12% physical reduction.

So in first example you will absorb 57% damage, and in the second one it will be 26%.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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