"Armour" feel useless for HC
It seems that armour mitigation value on the character screen means very little against Slams. Furthermore, physical armour does nothing against the physical damage puddles.
The Silverback in A6 1 shot 2500 HP with 80% "Armour" rating. This means the raw slam damage was above 12500 effective HP. Is it ever possible to survive a slam skill from a boss in HC? Or is the expectation to play flawlessly to 100 and beyond? Last bumped11 янв. 2025 г., 16:59:20
|
![]() |
1. Don't get hit by slams from a giant monke.
2. Armor is shit and needs a buff. 3. It could have been a crit, too bad the game never explains when it is one thus causing tons of false positives when people complain about a death (cuz I sure as fuck have) |
![]() |
Actually, armour works like this : Damage Reduction = Armour / (Armour + 12 * Damage).
Soo for exemple : To prevent half of damage (50%), you need armour 12 times the damage (e.g. 1200 armour for 100 damage). Another exemple with 5000 Raw Damage Slam and 10K armour : DR = 10000 / (10000 + 12 * 5000) = 0.14 ---> 14% damage reduction. I think they are going to Buff armour in the next weeks. |
![]() |
Armor is useless. Exception being for damage on shield. And even then the nodes that increases shield stats doesn't affect that.
|
![]() |
" Than the mitigation value in the Character screen is completely useless... " Wow, that makes armour completely worthless at higher maps. It definitely needs a rework. " Resonating Shield needs to benefit from Evasion/Energy Shield as well. It should definitely scale with the Shield defensive nodes. Последняя редакция: Slomo4shO#0350. Время: 7 янв. 2025 г., 18:38:53
|
![]() |
" That's because Armour doesn't do anything against large hits. Never did. And GGG just copy/pasted the non-sensical, convoluted Armour mitigation calculation from PoE1. So yeah: ignore Armour. If you need it, it won't do anything anyway. I wouldn't hold my breath for GGG fixing it, either. They didn't fix it in PoE1 in over a decade, they will manage to ignore it another decade, I'm sure. |
![]() |
I think they changed that 3 years ago in POE1.
It's like : Damage Reduction = Armour / (Armour + 5 * Damage). I take my last exemple with 5000 Raw Damage Slam and 10K armour BUT IN POE1: DR = 10000 / (10000 + 5 * 5000) = 0.285 ---> 28% damage reduction. So Yeah, Armour is like more than twice worst in POE2 |
![]() |
" I said "fix" not "changed" 😁 Anyway, it doesn't matter if the Mitigation is literally 0% or barely 0.1% on a large enough hit. The Mitigation reducing at all with larger hits is the part that needs fixing for over a decade. And it's not reflected ingame at all. Ingame, it literally shows a flat % mitigation, which is just a lie. Plain and simple. |
![]() |
" I hope you're right, they need to buff armour! |
![]() |
" What genius thought it was a good idea to put damage in the denominator of the equation? Then to make it a multiple? This formula ensures that the higher the incoming damage, the less effective armor becomes. Than to make things worst, they mislead the player base by giving useless % mitigation numbers on the Character screen. So as a warrior, I should go with Evasion/ES? There are so many 1 shot mechanics in this game. Everything should just depend on RNG? In its current form, this game isn't meant to have a HC mode. If armor is to be a useful stat, it has to be able to scale into end game. The % mitigation value of the character screen should be applicable for all incoming physical damage. A player should be able to scale their effective health by stacking armour. Otherwise, its a useless stat. In which case, get rid of it all together and replace armour passive nodes with either ES and/or Evasion. Последняя редакция: Slomo4shO#0350. Время: 9 янв. 2025 г., 14:40:14
|
![]() |