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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[ | ]

Damage mitigation

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