To prevent three quarters of damage, you need armour 15 times the damage (e.g.To prevent two thirds of damage, you need armour 10 times the damage (e.g.To prevent half of damage, you need armour 5 times the damage (e.g.To prevent one third of damage, you need armour 2.5 times the damage (e.g.If the Transcendence keystone is taken, armour mitigates elemental damage hits, but not physical. However both the initial hit and the damage over time can be mitigated with other sources for example endurance charges because they don't only apply to hits.Īrmour will only mitigate physical damage hits, not for elemental or chaos damage. Bleed is a damage over time debuff that is based on the initial physical hit, armour would reduce the initial hit but not the damage over time. Īrmour does not mitigate damage over time, as armour will only mitigate damage from hits. Physical Damage Reduction is capped at 90%. It falls under the modifier #% additional Physical Damage Reduction when Hit. Physical damage reduction from armour only mitigates physical damage from hits. Supposedly the most armour monsters have in the game is about 983. 50% and better reduction for initial damage less than a fifth of the armour value) and least effective in mitigating very large hits (where its absolute reduction can at most be one fifth of the armour value). Unlike resistance, armour has diminishing returns as its effectiveness is based on the magnitude of incoming physical damage (multiplied by 5).Īs a result, armour is most effective in mitigating small hits (i.e. 7.4 Hybrid armour/evasion/energy shield armoursĪlong with evasion and energy shield, armour is one of the three defence types that can implicitly appear on equipment. 7.3 Hybrid armour/energy shield armours.
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