How does Iron Reflexes work exactly?

I'm tired at this late hour, but both Drankou and Ezrast are completely right, from what I can make out.

Even with Iron Reflexes and all leather gear, it is still relevant to take armor nodes as (last time I tested it a while ago) it did add to your total armor. I'm not sure about the calculations.
A man, shirtless, wearing black leather boots and long gloves, a torturer's apron at his waist, shank in hand, surrounded by dead babies.
"
Lucalain wrote:
I'm tired at this late hour, but both Drankou and Ezrast are completely right, from what I can make out.

Even with Iron Reflexes and all leather gear, it is still relevant to take armor nodes as (last time I tested it a while ago) it did add to your total armor. I'm not sure about the calculations.

Only that Drankou said armor % does not count(only evasion% for evasion rating) and Ezrast said it did, but additively.
That's a huge difference. I need to know which one it is.
Last edited by Theorycrafter#7860 on Jan 27, 2013, 2:14:35 AM
Somehow I find myself agreeing with both.

Armor % nodes do contribute, you can be assured of that.

I think you may have missed a bit, since you quoted this but Drankou edited his post afterwards:

"
Simple terms...
base evasion rating from gear + X% increase to evasion rating = armour rating + X% armour rating = damage reduction


You can see here that he adds +X% armor after the conversion.
A man, shirtless, wearing black leather boots and long gloves, a torturer's apron at his waist, shank in hand, surrounded by dead babies.
"
Lucalain wrote:
Somehow I find myself agreeing with both.

Armor % nodes do contribute, you can be assured of that.

I think you may have missed a bit, since you quoted this but Drankou edited his post afterwards:

"
Simple terms...
base evasion rating from gear + X% increase to evasion rating = armour rating + X% armour rating = damage reduction


You can see here that he adds +X% armor after the conversion.

In which case... it's multiplicative? Or not at all?
Last edited by Theorycrafter#7860 on Jan 27, 2013, 5:01:17 AM
Bah.

I took the big-deal math in high school, but us librarians don't do much math. The Dewey Decimal Classification is full of numbers, but there are no calculations in it.

Maybe you could try dropping a point into an armor node and see how much difference it makes.
A man, shirtless, wearing black leather boots and long gloves, a torturer's apron at his waist, shank in hand, surrounded by dead babies.
Last edited by Lucalain#6579 on Jan 27, 2013, 2:48:47 AM
"
Lucalain wrote:
Bah.

I took the big-deal math in high school, but us librarians don't do much math. The Dewey Decimal Classification is full of numbers, but there are no calculations in it.

Maybe you could try dropping a point into an armor node and see how much difference it makes.

Haha, not that far in yet, I just wanna plan ahead and not use Leather And Steel if it's gonna hamper me :(
I could use a confirmation.
Last edited by Theorycrafter#7860 on Jan 27, 2013, 3:03:01 AM
Leather and Steel is an hybrid, so from what I can tell you'd only get one part of it (the evasion part, I assume), but that's still a big 24% bonus. If it bothers you, you could take the Steel Skin that's right next to it instead. It would save you some points that you could put in offensive power.
A man, shirtless, wearing black leather boots and long gloves, a torturer's apron at his waist, shank in hand, surrounded by dead babies.
If the armor % part does not come in, I won't take it.
I still want to know.
Sure the wiki could use that info, too.
Last edited by Theorycrafter#7860 on Jan 27, 2013, 4:31:14 AM
Bump.
It's additive - so option 3 from your OP, with the caveat that you don't double-dip from Leather and Steel clusters.

Armor nodes add to the bonus.
Evasion nodes add to the bonus.
Armor/evasion nodes add to the bonus, but only once, making them numerically slightly weaker than pure nodes.
Last edited by ezrast#6207 on Jan 27, 2013, 5:37:44 AM

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