Armor mechanics

Probably been 10 million posts at this point surrounding armor but here goes.

I know there are mechanics to tank physical damage outside of armour like immortal call but these mechanisms require XXX damage taken which don't do much against one shot mechanics. Oh boy do I hate one shot mechanics outside of games like darksouls.

Anyway, it would be great if numbers shown actually represented the reality. 50% physical DR is so far from reality when it could be as low as 5% or less depending on damage taken. Now evasion is a better tanking mechanism as there is at least a chance of negating damage.

A simple suggestion, make armour tanking as viable as evasion as it would open up a myriad of builds due to how the skill tree is laid out. Limiting factors in defence make life or ES nodes the best tanking mechanism.

If a passive skill was added like,

life and ES reduced by XX% but armour DR value ignores total damage formula. Essentially giving you XX total DR from all sources at significant cost of HP/ES.

Or

Change the DR mechanic/formula to balance it with evasion.

eg. level 80 enemy does 5000 physical damage vs 15000 armour on lv 100 character.

((((80*2)/100)*5000)/15000)*5000 = 2666 total damage 46.7% PDR

10k armour would be 4000 total damage 20% PDR

DR cap 75% would still mean a minimum of 250 Phys damage against you on a 1k hit on heavy armour stack.


Or something like.

I think the best current PDR is convert incoming damage to element or chaos with Chaos inoculation or 80% loreweave but the builds are too limiting imo.

Anyway post got away from me a bit, I am a new player and this armour mechanic is my probably major gripe on an otherwise fine game.





Last bumped on Nov 18, 2018, 5:09:18 PM
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