User talk:Softspoken: Difference between revisions

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===Mechanics===
===Mechanics===
Armour mitigates [[physical damage]] from [[hit]]s, with the exact amount of damage reduction depending on the relative magnitude of the character's armour value and the physical damage of the hit. If the armour value is significantly larger than the damage, most of that damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage (9% or less) of that damage will be prevented.
Armour mitigates [[physical damage]] from [[hit]]s, with the exact amount of damage reduction depending on the relative magnitude of the character's armour value and the physical damage of the hit. If the armour value is significantly larger than the damage, most of that damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. For some examples of how much armour is required, see the [[armour#Rule_of_thumb|rule of thumb]] section later on this page.


As a result armour is more effective against many smaller hits than fewer larger hits, even if both scenarios represent the same total damage in the same amount of time. For a character with extreme investment in armour, what is considered a 'smaller hit' (receiving 75% damage reduction) can be 5000 damage or more. A character with only a minor investment in armour will encounter the limiting case where the damage reduction is very low (less than 5%) and the maximum damage that armour can prevent per hit is only one tenth of the armour value.
As a result armour is more effective against many smaller hits than fewer larger hits, even if both scenarios represent the same total damage in the same amount of time. For a character with extreme investment in armour, what is considered a 'smaller hit' (receiving 75% damage reduction) can be 5000 damage or more. A character with only a minor investment in armour will encounter the limiting case where the damage reduction is very low (less than 5%) and the maximum damage that armour can prevent per hit is only one tenth of the armour value.

Revision as of 22:04, 30 August 2021

Just a testing zone.


Armour Introduction Rewrite

Armour is a form of defence that mitigates incoming physical damage from hits. Armour can implicitly appear on equipment much like evasion, energy shield, and ward. Armour rating can be increased by wearing equipment, taking certain passive skills, using skills (e.g. Molten ShellMolten ShellSpell, AoE, Duration, Fire, Physical, Guard
Level: (1-20)
Cost: (8-12) Mana
Cooldown Time: 4.00 sec
Can Store 1 Use(s)
Cast Time: Instant
AoE Radius: 15
Requires Level 4Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.Base duration is 3.00 seconds
This Skill's Cooldown does not recover during its effect
Buff grants +(50-858) to Armour
75% of Damage from Hits is taken from the Buff before your Life or Energy Shield
Buff can take Damage equal to 10% of your Armour, up to a maximum of 5000
Reflects (100-3000)% of Damage taken from Buff as Fire Damage when Buff expires or is depleted

Additional Effects From 1-20% Quality:
(1-20)% increased Skill Effect Duration
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
), and drinking flasks (e.g. 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.
and Basalt FlaskBasalt FlaskLasts 8.00 Seconds
Consumes 40 of 60 Charges on use
20% more Armour
Requires Level 27Taunts nearby Enemies on useRight click to drink. Can only hold charges while in belt. Refills as you kill monsters.
).

(Table of Contents)

Mechanics

Armour mitigates physical damage from hits, with the exact amount of damage reduction depending on the relative magnitude of the character's armour value and the physical damage of the hit. If the armour value is significantly larger than the damage, most of that damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. For some examples of how much armour is required, see the rule of thumb section later on this page.

As a result armour is more effective against many smaller hits than fewer larger hits, even if both scenarios represent the same total damage in the same amount of time. For a character with extreme investment in armour, what is considered a 'smaller hit' (receiving 75% damage reduction) can be 5000 damage or more. A character with only a minor investment in armour will encounter the limiting case where the damage reduction is very low (less than 5%) and the maximum damage that armour can prevent per hit is only one tenth of the armour value.

Armour does not mitigate damage over time, as armour only applies to hits. Bleed is an ailment that deals physical damage over time that is based on the initial physical damage of an attack or spell; armour will reduce the initial hit but not the damage over time. However both the initial hit and the damage over time can be mitigated with sources of #% additional Physical Damage Reduction, such as endurance charges or the suffix of Numbingof Numbing
Suffix
(3-4)% additional Physical Damage Reduction
found on some body armours that require strength to equip. Physical damage reduction is capped at 90%.[1]

Armour will only mitigate physical damage hits, not elemental or chaos damage hits. If the Transcendence keystone is taken, armour will mitigate elemental damage hits but not physical hits.

Monsters also have armour values. The general amount of armour on monsters will increase as monster level increases, with monster types like stone golems and zombies having relatively high amounts of armour compared to hellions or sea witches. Boss monsters similarly increase in armour rating throughout the campaign. For example, Malachai, The Nightmare has 783 armour, while early map bosses such as Piety the Empyrean can have around 7000 armour depending on map level. Endgame bosses such as The Elder or Sirus, Awakener of Worlds have over 20000 and 32000 armour respectively.

Rule of thumb

  • To prevent 33% of damage, you need armour 5 times the damage (e.g. 5000 armour for 1000 damage)
  • To prevent 50% of damage, you need armour 10 times the damage (e.g. 10000 armour for 1000 damage)
  • To prevent 67% of damage, you need armour 20 times the damage (e.g. 20000 armour for 1000 damage)
  • To prevent 75% of damage, you need armour 30 times the damage (e.g. 30000 armour for 1000 damage)
  • To prevent 90% of damage, you need armour 90 times the damage (e.g. 90000 armour for 1000 damage)
  • Armour will never prevent more damage per hit than 10% of its value (e.g. 1000 armour will never prevent more than 100 damage)