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Armor Calculation


Geneon
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Hello all,

 

Was wondering if someone could provide me with the formula used to calculate armor. I've been using the older formula that has been used in the previous versions but its obviously not correct. Anything information on the subject is greatly appreciated.

 

Thanks in advance,

-Gen

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I wasn't aware it had changed; afaik, it's still 2.99% per point with naturally diminishing return. So for any value of armor netting you x damage taken, 1 more point of armor will reduce x by 2.99% which then becomes your new x value. To illustrate, if you have a hypothetical 0 armor, and suffer an attack that deals exactly 100 damage, you'd take 100 damage. With 1 armor, that 100 damage is cut by 2.99% so you net 97.01 damage. One more point of armor cuts that 97.01 by 3% and you take 94.09 damage which is ~94.11 and is actually 5.7% off the original damage of 100 (rather than 2.99*2 which would be a 5.98% reduction)

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Thank you all for your information. Yes the older formula I had been aware of was the simplified .97^(armor) without the diminishing returns part added. That has been the missing piece I was looking for.

 

The diminishing returns part follows directly from raising to the power of armour value. It doesn't matter if you weren't aware of it, the formula you were using would have incorporated that anyway.

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If the results of your calculations aren't matching what is being displayed, it's because you're using 3% as the resistance/armor value instead of 2.99%. I had the same issue with it back when I figured out the formula (before it was well known) and it only came out right when disregarded the rounded 3% value and used 2.99% because, since you're multiplying the same value several times, the difference gets bigger and bigger with each iteration.

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Thank you all for your information. Yes the older formula I had been aware of was the simplified .97^(armor) without the diminishing returns part added. That has been the missing piece I was looking for.

 

.97^armor is diminishing returns as well. They're inherent to all damage reduction.

Edited by thomulf
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