Armor value is the amount of protection your armor provides.
Game mechanics[1][]
Armor value translates into a reduction applied to all received physical damage.
Physical Damage reduction[]
That factor is calculated as such :
- DamageReduction = ArmorValue / (ArmorValue + X)
DamageReduction is between 0 and 1. X represents how much armor it would take to get a 50% reduction to all incomming damage. X can be calculated from the character sheet as such :
- X = ArmorValue * (1-DamageReduction) / DamageReduction
Here are known X values so far :
Level | X |
---|---|
31 | 4220 |
50 | 6500 |
Diminishing returns[]
Let's take the example of a lvl 50 player with 4000 health
If he has 1000 armor, that's a damage mitigation of 13.3%
If he has 2000 armor, that's a damage mitigation of 23.5%
The first 1000 armor brought 13.3%, while the other 1000 only brought 10.2%. That, however, is not really diminishing returns. You need to think as equivalent health, not damage mitigation.
Equivalent health is a value of health modified by the damage mitigation. Its formula is this :
- EquivalentHealth = Health / (1-Mitigation)
And it's a good measure of the efficiency of a character at absorbing damage.
If our character has 4000 hp, then the first 1000 armor give him 4000/(1-0.133) = 4615 equivalent health
The other 1000 armor give him 4000/(1-0.235) = 5230 equivalent health
Each 1000 armor adds an extra 615 equivalent health.
See also[]
- ↑ http://forums.riftgame.com/showthread.php?157597-DPS-Mathcraft-Armor Verified in 1.2 live