Armor Mitigation Chart
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Armor(or armour for the international readers) reduces physical damage, regardless of wether its a spell or attack. It does nothing to elemental or chaos damage.
So as we go left to right we increase armor. As we go down we increase the damage dealt. The values listed are the absolute reduction in damage. The exact formula is: Armour / 12 * Raw Damage / (Raw Damage + Armour / 12) See http://pathofexile.gamepedia.com/Armour for more details. ____ _250 500 1000 2000 4000 8000 16000 32000 64000 _250 19.2 35.7 62.5 100.0 142.9 181.8 210.5 228.6 238.8 _500 20.0 38.5 71.4 125.0 200.0 285.7 363.6 421.1 457.1 1000 20.4 40.0 76.9 142.9 250.0 400.0 571.4 727.3 842.1 2000 20.6 40.8 80.0 153.8 285.7 500.0 800.0 1142.9 1454.5 4000 20.7 41.2 81.6 160.0 307.7 571.4 1000.0 1600.0 2285.7 8000 20.8 41.5 82.5 163.3 320.0 615.4 1142.9 2000.0 3200.0 Notice that having 8k armor only reduces a 4k hit by 571. Hardly protection from Getting one shot. One way to easily get a feel for armor mitigation is that you need 12 times the armor of any damage to reduce that damage by one-half. So if you were to be hit for 5k damage, you would need 60k armor to reduce that too 2.5k damage. For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it Last edited by SkyCore#2413 on Nov 15, 2013, 1:06:07 PM
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Those numbers must be off, as 8k armor gives what, 40%+ damage reduction? How does that equate to 571 damage reduced with a 4k damage hit?
IGN: vaiNe_
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" interesting read. but you need to factor some other things that most people would have when taking heavy hits. lets go with an average of 5 endurance charges then get an iron skin granite 90% increased armor + 3000 armor , usually this brings people to 15000 - 25000 armor and then there is enfeeble which we can say reduces the physical attack by 25% anyway other people have done the math fo that stuff already. point being armor is not meant for single target heavy hits , it never will be , this is why armor on gear is almost pointless and is usually the last of the good stats you look for in gear behind resistances and flat life or es , armor is for the small stuff so the many thousands of small hits dont add up to something. that is what armor is my normal armor is only 4k which is nothing at level 76 but with 5 endurance charges it is more than enough for most small time monsters. if you want to face tank the big stuff , then you use the more static and universal things to consistently chip away from the lump damage until it is something manageable Last edited by Saltychipmunk#1430 on Nov 15, 2013, 11:30:19 AM
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" The character defense display in game is very misleading. New players NEED to understand that some information in the game is only a very generalized number. I pluged the formula into openoffice to generate this table(and copy/pasted) so if it is wrong, its not my math. For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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no your math should be accurate , armor does nothing to large attacks
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" Against common (white) mobs on your level. % damage reduction or evade chance in defence tab says nothing. |
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Uhh, maths. :)
This thread definelty needs a visualisation:
Spoiler
![]() warmer colours = higher mitigation, armour values from 0 to 60k, dmg from 0 to 4k I think mitigation is capped at 90%, not sure though. In case it is capped, all values above 0.9 should be equal to 0.9. |
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" All those things are quite variable. Endurance, base is 3 so I doubt very much the average use is with 5 charges. Granite is only up occasionally if the game is in sync and you time it right. Not everyone uses enfeeble, etc. I think its a good idea looking at it only from a base armor perspective. |
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" Actually you don't have to factor in any of the things you mentioned. Endurance Charges are applied at the same time as armour's mitigation, if your armour mitigates 30% of a hit, it does so with zero charges or nine. Endurance Charge mitigation is additive with those 30%. Granites are represented by having high enough armour values in the chart, and Enfeeble is represented by having a big enough damage interval. --> nothing missing ;) |
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Reducing a 4000 damage hit by 571 doesn't provide protection against one hit kills? I don't see the logic in that statement.
Anyway, attacks that can do that type of damage are mostly slow and predictable... even without kiting, it's simple enough to use a granite flask, which increases armour to 14000 with the increased armour modifier, without counting the effect on starting armour and the effect of other sources of increased armour on the flask which would take the amount well over the 16000 figure you put in your table. 8000 armour in end-game doesn't seem to point to a very big investement in armour. Last edited by QcRevo#7786 on Nov 15, 2013, 12:47:26 PM
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