User talk:Softspoken: Difference between revisions

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(Removing armour text)
Tags: Replaced Manual revert
 
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Just a testing zone.
Just a testing zone.
==Armour Introduction Rewrite==
'''Armour''' is a form of [[defence]] that mitigates incoming [[physical damage]] from [[hit]]s. Armour can implicitly appear on [[equipment]] much like [[evasion]], [[energy shield]], and [[ward]]. Armour rating can be increased by wearing [[equipment]], taking certain [[passive skill]]s, using [[skill]]s (e.g. {{il|Molten Shell}}), and drinking flasks (e.g. {{il|Granite Flask}} and {{il|Basalt Flask}}).
(Table of Contents)
===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 of that damage will be prevented. For some numeric examples of how damage reduction changes based on armour, 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.
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 {{c|mod|#% additional Physical Damage Reduction}}, such as [[endurance charges]] or the suffix {{ml|ReducedPhysicalDamageTaken2_}} found on some body armours that require [[strength]] to equip. Physical damage reduction is capped at 90%.{{#cargo_query:
|tables = generic_stats
|fields = value
|where = name="Character"
AND id="maximum_physical_damage_reduction_%"
}}%.
Armour will only mitigate physical damage hits, not [[Elemental_damage|elemental]] or [[chaos damage]] hits. If the [[Transcendence_(keystone_passive)|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===
* With armour '''equal to''' the damage, you will prevent '''9%''' of that damage (e.g. 1000 armour for 1000 damage)
* With armour '''5 times''' the damage, you will prevent '''33%''' of that damage (e.g. 5000 armour for 1000 damage)
* With armour '''10 times''' the damage, you will prevent '''50%''' of that damage (e.g. 10000 armour for 1000 damage)
* With armour '''20 times''' the damage, you will prevent '''67%''' of that damage (e.g. 20000 armour for 1000 damage)
* With armour '''30 times''' the damage, you will prevent '''75%''' of that damage (e.g. 30000 armour for 1000 damage)
* With armour '''90 times''' the damage, you will prevent '''90%''' of that 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)

Latest revision as of 20:15, 1 February 2022

Just a testing zone.