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[Tank] - Armor value
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Post by
169025
This post was from a user who has deleted their account.
Post by
hashmel
didn't they remove bonus armor or was that just taking all the bonus armor, tossing it in a bucket, and redistributing it to new content.
that's what they do with candy corn ya know, nobody eats the stuff and they stopped making it back in the early 70s, they just collect it after halloween and reuse it the following year
use the wow character profiler to create your toon (can do everything but belt buckles) then compare the stats between the various choices, seems to be pretty spot on for everything but DR to dodge/parry and total lack of druid interfacing ie forms
Post by
53090
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Post by
169025
This post was from a user who has deleted their account.
Post by
Sakkura
Well, first, armor reduces the total damage mitigated LESS per point. Ergo, while moving from 10,000-11,000 (37.5%-39.8%) armor might mitigate a substantial amount, moving from 25,000-26,000 (60%-60.9%) will mitigate relatively very little.
This is incorrect. Armor is equally valuable no matter how much of it you already have (as long as you don't reach the cap). The more stamina you have, the better armor becomes.
Post by
53090
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Post by
marklartank
the more armor you have, the more effective stamina is.
the more stamina you have, the more effective your armor is.
they compliment each other very well. if you are mitigating 50% of incoming damage, then your next 1000 hp can account for an additional hit of 2000. however, if you had 55% mitigation from armor, that 1000 hp could account for an additional hit of 2222. your armor just made your stamina "better".
looking at it another way, say you have 40k hp and 50% mitigation from armor. your armor will eat 40k damage before you die without getting a heal. if you had 45k hp, your armor could eat 45k damage before you die without getting a heal. your stamina made your armor "better".
Post by
160639
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Post by
264711
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Post by
hashmel
simple, make your character on the wow profiler as best you can then equip one piece, see your stats with it, equip the other piece, see your stats with it, decide which you think will be more effective based on that
Post by
Timmeh
With a full set of tanking gear, armour is so badly affected by diminishing returns it's simply not worth aiming for. Your tanking gear will have enough armour on it by itself for your current content.
Post by
Sakkura
With a full set of tanking gear, armour is so badly affected by diminishing returns it's simply not worth aiming for. Your tanking gear will have enough armour on it by itself for your current content.
Armor does not suffer from diminishing returns.
Post by
303745
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Post by
Timmeh
Armor does not suffer from diminishing returns.
Of course it does. The formula for calculating damage reduction from armour value is as follows:
Damage Reduction percentage = Armour / (Armour + (467.5 * Attacker Level - 22167.5))
So, some sample data:
A player with 0 armour value decreases damage taken by 0%
A player with100 armour value decreases damage taken by 0.65%
A player with 200 armour value decreases damage taken by 1.29%
A player with 500 armour value decreases damage taken by 3.17%
A player with 1000 armour value decreases damage taken by 6.16%
A player with 2000 armour value decreases damage taken by 11.6%
A player with 5000 armour value decreases damage taken by 24.71%
A player with 10000 armour value decreases damage taken by 39.63%
A player with 15000 armour value decreases damage taken by 49.61%
Values truncated to 2 decimal places.
Now, lets look at the difference between 0 - 5000 armour, 5000 to 10000 and 10000 - 15000 armour.
A player moving from 0 to 5000 armour gains 24.71% damage reduction.
A player moving from 5000 to 10000 armour gains 14.92% damage reduction
A player moving from 10000 to 15000 armour gains 9.98% damage reduction.
I don't think I have to plot it on a graph for you to see that it becomes harder and harder to gain 1% the more armour value you have.
If you're talking in the context of effective health, then you'd be correct of course, armour provides a theoretical static increase in EH up to the cap, however to say that armour as a statistic does not suffer from diminishing returns is incorrect.
Post by
Sakkura
Of course it does. The formula for calculating damage reduction from armour value is as follows:
Damage Reduction percentage = Armour / (Armour + (467.5 * Attacker Level - 22167.5))
So, some sample data:
A player with 0 armour value decreases damage taken by 0%
A player with100 armour value decreases damage taken by 0.65%
A player with 200 armour value decreases damage taken by 1.29%
A player with 500 armour value decreases damage taken by 3.17%
A player with 1000 armour value decreases damage taken by 6.16%
A player with 2000 armour value decreases damage taken by 11.6%
A player with 5000 armour value decreases damage taken by 24.71%
A player with 10000 armour value decreases damage taken by 39.63%
A player with 15000 armour value decreases damage taken by 49.61%
Values truncated to 2 decimal places.
Now, lets look at the difference between 0 - 5000 armour, 5000 to 10000 and 10000 - 15000 armour.
A player moving from 0 to 5000 armour gains 24.71% damage reduction.
A player moving from 5000 to 10000 armour gains 14.92% damage reduction
A player moving from 10000 to 15000 armour gains 9.98% damage reduction.
I don't think I have to plot it on a graph for you to see that it becomes harder and harder to gain 1% the more armour value you have.
If you're talking in the context of effective health, then you'd be correct of course, armour provides a theoretical static increase in EH up to the cap, however to say that armour as a statistic does not suffer from diminishing returns is incorrect.
What your numbers fail to display is precisely the way that percentages are deceptive: The higher the percentage of damage reduction, the more another percent actually means. This balances out the effect of getting smaller percentages for the same amount of armor, ensuring that armor is always equally valuable for a tank, until you hit the cap.
So the bottom line is that armor does not have diminishing returns.
Post by
53090
This post was from a user who has deleted their account.
Post by
marklartank
What your numbers fail to display is precisely the way that percentages are deceptive: The higher the percentage of damage reduction, the more another percent actually means. This balances out the effect of getting smaller percentages for the same amount of armor, ensuring that armor is always equally valuable for a tank, until you hit the cap.
So the bottom line is that armor does not have diminishing returns.
well put.
armor is still very valuable, regardless of how much you have currently. to say it's not "because of diminishing returns" is to not understand why diminishing returns are there in the first place.
the exact same thing can be said about avoidance, and is probably why blizz added DR to avoidance. avoidance does NOT become less valuable when you already have a lot of it - DR just balances out the fact that it becomes more valuable as you stack more of it.
i'm noticing that unlike ulduar and naxx, toc is very heavy on incoming physical damage, and lighter on magical damage. i grabbed that sword from anub'arak the first time i saw it, and i'll probably keep using it until i can get the heroic version.
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