Armour: Difference between revisions

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  Absolute damage reduction = Armour / 12 * Raw Damage / (Raw Damage + Armour / 12)
  Absolute damage reduction = Armour / 12 * Raw Damage / (Raw Damage + Armour / 12)


So damage from attacks is reduced by up to 1 per 12 points of Armour. Note that as raw damage increases, the damage blocked per attack increases, but the proportion of damage blocked decreases.
So damage from attacks is reduced by up to 1 per 12 points of Armour, which means that the supposed monster Armour cap of 930 blocks up to 77.5 damage per attack. Note that as raw damage increases, the damage blocked per attack increases, but the proportion of damage blocked decreases.


==Passives==
==Passives==

Revision as of 18:29, 25 June 2013

For equipment classified as armour, see Equipment.

Armour is a rating that measures a character's physical damage mitigation.

Armour rating can be increased by wearing equipment, taking certain passive skills, using spells such as Molten Shell, and drinking Granite Flasks.

Supposedly the most armour monsters have in the game is about 930 [1].

Mechanics

Damage reduction from armour only reduces physical damage taken. Elemental damage and damage-over-time are not affected.

The amount of damage reduction is a function of armour rating and the damage taken. Damage reduction is capped at 90%.

Damage Reduction Factor = Armour / ( Armour + (12 * Damage) )

For example, if you have 1200 armour rating this chart indicates how much damage will be reduced by:

File:Damage reduction chart.png The vertical axis is damage reduction percent. The bottom axis is original damage.

Equivalently:

Net Damage = Raw Damage2 / (Raw Damage + Armour / 12)
Defense Factor = Raw Damage / Net Damage = 1 + Armour / (12 * Raw Damage) 
= (1 + sqrt(1 + Armour / (Net Damage * 3))) / 2

Therefore we can conclude:

  • If raw damage is much less than Armour / 12, raw damage has a near-quadratic effect on net damage. Equivalently, in this regime raw damage has a near-linear effect on net DPS if the raw DPS is held constant.
  • If raw damage is much greater than Armour / 12, raw damage has a near-linear effect on net damage. Equivalently, in this regime raw damage has little effect on net DPS if the raw DPS is held constant.
  • Against attacks of a fixed raw damage, armour has a linear effect on the number of attacks it takes to deplete a certain amount of hit points.

Another way of looking at it is in terms of absolute damage reduction:

Absolute damage reduction = Armour / 12 * Raw Damage / (Raw Damage + Armour / 12)

So damage from attacks is reduced by up to 1 per 12 points of Armour, which means that the supposed monster Armour cap of 930 blocks up to 77.5 damage per attack. Note that as raw damage increases, the damage blocked per attack increases, but the proportion of damage blocked decreases.

Passives

There are passive skill nodes that grant additional evasion or a combination of bonuses including evasion.

Armour

These passives increase armour rating by a percentage.

In the case of Iron Reflexes, armour is increased by an amount equal to total evasion. In exchange, evasion is reduced to 0.

Icon Name Bonuses
File:Passive-armour.png Armour

File:Passive-steelskin.png Steel Skin
File:Passive-armourmastery.png Armour Mastery
File:Passive-armourandevasion.png Armour and Evasion
File:Passive-leatherandsteel.png Leather and Steel
File:Passive-armourandenergyshield.png Armour and Energy Shield
File:Passive-bodyandsoul.png Body and Soul
File:Passive-keystone-ironreflexes.png Iron Reflexes

Miscellany

These passives are related to armour, but don't fit into any other category.

Icon Name Bonuses
File:Passive-keystone-acrobatics.png Acrobatics

References