Armour: Difference between revisions

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(Specified that armour applies to Physical Damage on Hit)
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'''Armour''' is a form of [[defence]] that reduces incoming [[physical damage]] from [[hit]]s when all avoidance forms have [[Damage calculation|failed]].  
'''Armour''' is a form of [[defence]] that reduces incoming [[physical damage]] from [[hit]]s when all avoidance forms have [[Damage calculation|failed]].  


Along with [[Evasion]] and [[Energy shield]], Armour is one of the three defence types that can implicitly appear on [[equipment]]. Unlike [[resistance]], armour has diminishing returns as it's effectiveness is based on the magnitude of incoming damage (multiplied by 10).
Along with [[Evasion]] and [[Energy shield]], Armour is one of the three defence types that can implicitly appear on [[equipment]]. Unlike [[resistance]], armour has diminishing returns as it's effectiveness is based on the magnitude of incoming physical damage (multiplied by 10).
As a result armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less then a tenth of the armor value) and least effective in mitigating very large hits (where it's absolute reduction can '''at most''' be one tenth of the armor value).
As a result armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less then a tenth of the armor value) and least effective in mitigating very large hits (where it's absolute reduction can '''at most''' be one tenth of the armor value).


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==Mechanics==
==Mechanics==
Damage reduction from armour only reduces physical damage taken from hits. [[Elemental damage]] and damage-over-time are not affected.
Physical damage reduction from armour only reduces physical damage from [[hit]]s. It falls under the [[modifier]] {{c|mod|#% additional Physical Damage Reduction on Hit}}.


[[Elemental damage]] and damage-over-time are not affected.
===rule of thumb===
===rule of thumb===
* To prevent '''one third''' of damage, you need armor '''5 times''' the damage (e.g. 500 Armor for 100 damage)
* To prevent '''one third''' of damage, you need armor '''5 times''' the damage (e.g. 500 Armor for 100 damage)
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===Formulas===
===Formulas===
{{for|a step by step calculation of formulas|Armour/math}}
{{for|a step by step calculation of formulas|Armour/math}}
The amount of damage reduction is a function of armour rating and the damage taken. Damage reduction is capped at 90%. <ref>{{cite web|author=Malice|date=November 14, 2011|title=Mechanics Thread|url=https://www.pathofexile.com/forum/view-thread/11707#p216024|publisher=Official Path of Exile Forums|accessdate=November 16, 2015}}</ref>
The amount of physical damage reduction is a function of armour rating and the physical damage taken. Physical damage reduction is capped at 90%. <ref>{{cite web|author=Malice|date=November 14, 2011|title=Mechanics Thread|url=https://www.pathofexile.com/forum/view-thread/11707#p216024|publisher=Official Path of Exile Forums|accessdate=November 16, 2015}}</ref>


====Relative Damage Reduction (Base Formula)====
====Relative Physical Damage Reduction (Base Formula)====
This is the base formula all other formulas are based upon. It is used to calculate the damage reduction factor, i.e. the percentage by which the damage is reduced.
This is the base formula all other formulas are based upon. It is used to calculate the {{c|mod|#% additional Physical Damage Reduction on Hit}} factor, i.e. the percentage by which the physical damage is reduced.


<math>DR(A, D_{raw}) = {A \over A + 10 * D_{raw}}</math>
<math>DR(A, D_{raw}) = {A \over A + 10 * D_{raw}}</math>




====Required Armor====
====Required Armour Rating====
To calculate the armor you need to mitigate a given amount of damage at specific ratio, you can use this formula:
To calculate the armour rating you need to mitigate a given amount of Physical Damage at specific ratio, you can use this formula:


<math>A(D_{raw}, DR) = {DR * 10 * D_{raw} \over 1 - DR}</math>
<math>A(D_{raw}, DR) = {DR * 10 * D_{raw} \over 1 - DR}</math>




====Reverse Damage====
====Reverse Physical Damage====


You can also calculate the raw damage that would have resulted for a given damage reduction and armour value:
You can also calculate the raw physical damage that would have resulted for a given Physical Damage Reduction and Armour rating:


<math>D_{raw}(A, DR) = {A \over 10 * DR} - {A \over 10}</math>
<math>D_{raw}(A, DR) = {A \over 10 * DR} - {A \over 10}</math>




====Resulting Damage====
====Resulting Physical Damage====


To calculate the net damage (i.e. the damage '''after''' damage reduction, the following formula can be used:
To calculate the net physical damage (i.e. the damage '''after''' damage reduction, the following formula can be used:


<math>D_{net}(A, D_{raw}) = {10 * {D_{raw}}^2 \over A + 10 * D_{raw}}</math>
<math>D_{net}(A, D_{raw}) = {10 * {D_{raw}}^2 \over A + 10 * D_{raw}}</math>




====Absolute Damage Reduction====
====Absolute Physical Damage Reduction====


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


<math>DR_{abs}(A, D_{raw}) = {A * D_{raw} \over A + 10 * D_{raw}}</math>
<math>DR_{abs}(A, D_{raw}) = {A * D_{raw} \over A + 10 * D_{raw}}</math>
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===examples===
===examples===
The plot below displays how much damage reduction occurs at different armour ratings and raw damage.
The plot below displays how much damage reduction occurs at different armour ratings and raw physical damage.
[[File:ArmourReductionPlot.png|thumb|none|upright=3.5|Armour reduction at varying armour ratings and raw damage]]
[[File:ArmourReductionPlot.png|thumb|none|upright=3.5|Armour reduction at varying armour ratings and raw physical damage]]





Revision as of 10:56, 22 November 2015

For equipment classified as armour, see Armour (equipment).
For the basic passive skill, see Armour (passive skill).

Armour is a form of defence that reduces incoming physical damage from hits when all avoidance forms have failed.

Along with Evasion and Energy shield, Armour is one of the three defence types that can implicitly appear on equipment. Unlike resistance, armour has diminishing returns as it's effectiveness is based on the magnitude of incoming physical damage (multiplied by 10). As a result armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less then a tenth of the armor value) and least effective in mitigating very large hits (where it's absolute reduction can at most be one tenth of the armor value).

Armour rating can be increased by wearing equipment, taking certain passive skills, using spells such as Module Error: Too many skills found with q_where = skill.active_skill_name="Molten Shell". Please choose only one of the following ids:
GravicusMoltenShell - Base duration is 10.00 seconds, Deals (143-2698) to (214-4048) Fire Damage, Shields break after (752-4460) total Damage is prevented, (4352-19367) additional Armour (page)
GoatmanMoltenShellInvasion - Base duration is 10.00 seconds, Deals (15-5246) to (23-7869) Fire Damage, Shields break after (4-2648) total Damage is prevented, (162-4334) additional Armour (page)
, and drinking a Granite FlaskGranite FlaskLasts 6.00 Seconds
Consumes 30 of 60 Charges on use
+1500 to Armour
Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
.

Supposedly the most armour monsters have in the game is about 983.[1]

Mechanics

Physical damage reduction from armour only reduces physical damage from hits. It falls under the modifier #% additional Physical Damage Reduction on Hit.

Elemental damage and damage-over-time are not affected.

rule of thumb

  • To prevent one third of damage, you need armor 5 times the damage (e.g. 500 Armor for 100 damage)
  • To prevent half of damage, you need armor 10 times the damage (e.g. 1000 Armor for 100 damage)
  • To prevent two thirds of damage, you need armor 20 times the damage (e.g. 2000 Armor for 100 damage)
  • To prevent three quarters of damage, you need armor 30 times the damage (e.g. 3000 Armor for 100 damage)
  • To prevent 90% of damage, you need armor 90 times the damage (e.g. 9000 Armor for 100 damage)

Formulas

For a step by step calculation of formulas, see Armour/math.

The amount of physical damage reduction is a function of armour rating and the physical damage taken. Physical damage reduction is capped at 90%. [2]

Relative Physical Damage Reduction (Base Formula)

This is the base formula all other formulas are based upon. It is used to calculate the #% additional Physical Damage Reduction on Hit factor, i.e. the percentage by which the physical damage is reduced.


Required Armour Rating

To calculate the armour rating you need to mitigate a given amount of Physical Damage at specific ratio, you can use this formula:


Reverse Physical Damage

You can also calculate the raw physical damage that would have resulted for a given Physical Damage Reduction and Armour rating:


Resulting Physical Damage

To calculate the net physical damage (i.e. the damage after damage reduction, the following formula can be used:


Absolute Physical Damage Reduction

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


Defense factor

examples

The plot below displays how much damage reduction occurs at different armour ratings and raw physical damage.

Armour reduction at varying armour ratings and raw physical damage


From the plot below we can further conclude:

  • If raw damage is much less than Armour / 10, 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 / 10, 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.

Skills

The Module Error: Too many skills found with q_where = skill.active_skill_name="Determination". Please choose only one of the following ids:
WbVisualDetermination - N/A (page)
Determination - +(0-1.9) metres to radius, You and nearby allies gain (179-2051) additional Armour, You and nearby allies gain (40-49)% more Armour (page)
aura increases armour of the character and nearby allies. The Module Error: Too many skills found with q_where = skill.active_skill_name="Molten Shell". Please choose only one of the following ids:
GravicusMoltenShell - Base duration is 10.00 seconds, Deals (143-2698) to (214-4048) Fire Damage, Shields break after (752-4460) total Damage is prevented, (4352-19367) additional Armour (page)
GoatmanMoltenShellInvasion - Base duration is 10.00 seconds, Deals (15-5246) to (23-7869) Fire Damage, Shields break after (4-2648) total Damage is prevented, (162-4334) additional Armour (page)
and Module Error: Too many skills found with q_where = skill.active_skill_name="Vaal Molten Shell". Please choose only one of the following ids:
HoundBossVaalMoltenShell - Base duration is 5.00 seconds, Deals 217 to 325 Fire Damage, 50000 additional Armour (page)
VaalMoltenShell - Base duration is 9.00 seconds, Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention, Buff grants +(50-858) to Armour, (35-39)% of Damage from Hits is taken from the Buff before your Life or Energy Shield, Buff can take Damage equal to 20% of your Armour, up to a maximum of 10000, Reflects (300-9000)% of Damage taken from Buff as Fire Damage each second,, or when Buff expires or is depleted (page)
skills temporarily grants player additional armour.

Passive skills

There are passive skills that grant armour bonuses.

Armour rating

These passive skills grant increased armour rating or additional base armour rating. The Iron Reflexes keystone is special in that it converts evasion rating to armour rating.

Template:Passive table

Armour rating on shields

These passive skills grant increased armour rating from equipped shields.

Template:Passive table

Miscellany

These passive skills are related to armour, but do not fit into any other category.

Template:Passive table

References

  1. VictorDoom (May 10, 2013). "Unique Items List - 159 of 159". Official Path of Exile Forums. Retrieved June 27, 2013.
  2. Malice (November 14, 2011). "Mechanics Thread". Official Path of Exile Forums. Retrieved November 16, 2015.