Additional physical damage reduction from armour. What is that?
Does it mean same that I had few hundred points more armour? How relevant roll is it if we try to compare it for life (like is +20 max life better than 4% additional phys dmg reduction)?
For example: I wonder is rerolling into 110+ max hp armour just better Dernière édition par Possu81#4049, le 22 août 2017 à 13:19:42 Dernier bump le 23 août 2017 à 10:00:11
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That phys mitigation is false in the tooltip, just like many other tooltips.
Might reduce the hit of a white thrash mob by 4%, but will do nothing if a boss hits you, because that is how armor works, I mean the actual reduction formula is armor/(armor+10*dmg), so larger the hit, less it does up to the point where it does nothing sometimes. Regardless of that, you have a really decent piece of chestpiece, I would not spend more money on rerolling it. Dernière édition par krenderke#3861, le 22 août 2017 à 13:33:41
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raw damage - 4% - %armor reduction
or raw damage - (%armor reduction+4%) which is the correct calculation? If the first one(4% calculated first, then reduction from armor), then that 4% will help a lot in the absolute armor rating damage reduction Dernière édition par traitorzz#0910, le 23 août 2017 à 06:16:44
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Ah sorry my mistake, I didn't see that was a mod on the chest, so essentially it is like having an endurance charge permanently.
Yeah the chest definitely looks better now lol. So the way it works is. You get hit by phys dmg, conversion things happen first (taste of hate or lightning coil, warbands mod helmet, cloak of flame etc) then armor applies, then real %mitigation thigs (endurance charges, basalt flasks soul of steel, this armor mod), then fortify at the very end. I'm not sure where Arctic armor comes in, but it is a multiplier just like fortify so probably at the end. Order for phys mitigation thing. - Damage taken as X elemental dmg - Armor formula - real %mitigation (not the one in the defense tab tooltip, but the actual amount you u have) - Fortify (if you have it) Someone might correct me, but I think this is the order. Dernière édition par krenderke#3861, le 23 août 2017 à 07:57:03
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Armour grants a percentage of Physical Damage Reduction (%PDR) relative to Damage Taken. All other %PDR sources add onto this value. This includes the new body armour affix and Endurance Charges.
Worth noting: Armour is based on Hit Damage - other sources of %PDR are not. As such, Armour does not apply to Bleed at all, but ECharges and this affix do. Damage Taken modifiers such as Fort, Abyssus and Artic Armour apply after %PDR, and follow the usual rules: Inc+Red are additive, More/Less are multiplicative. Fixed %PDR is really good. Much more effective against Physical Damage than a tiny fraction of Life ever could be. It of course has no effect on Elemental Damage, but frankly 20 flat Life isn't that big a deal there either. Dernière édition par Vipermagi#0984, le 23 août 2017 à 09:23:47
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Flat phys reduction like that is very strong, because its what armor should have been in the first place. Armor in its current state is pretty much useless, and a noob trap.
HAIL SATAN!
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" Shortsighted comments like these are the real noob-trap >.> Armour can be the difference between surviving a 10k Hit and being one-shot. 6 ECharges plus a Basalt is pretty decent mitigation, right? 6k Life, quite solid. 6 * 4 + 15 = 39% PDR -> 6100 Phys Damage taken -> dead Add in just 10k Armour, drop 500 Life: 10000 / (10000 + 10 * 10000)) = 0.09 39 + 9 = 48% PDR -> 5200 Damage taken -> not dead, despite having 500 Life less and getting "only" 9% PDR from Armour. Additive stacking is really strong; ECharges are almost free for Armour builds, and the best Armour passive on the tree even comes with 4% PDR to boot. Armour is a trade-off that you might not like to make (you need something to protect against Elemental Damage as well), but it's far from useless. Dernière édition par Vipermagi#0984, le 23 août 2017 à 10:01:16
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