Someone in the chat mentioned a 75% armor cap.
Is it true?I'm currently sitting at 83% and i don't wanna waste my gold on armor potions and talismans.
Heavy Armor cap
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Re: Heavy Armor cap
Hardcapped at 75%. But you need to overcap it to counter armordebuffs and weaponskill. So more is better up to a certain point, maybe someone can provide you with the exact values.
Rip Phalanx
Re: Heavy Armor cap
Standard Armor debuff is about 30%. (High Geared mdps can stack higher.)
So to counter that you need 0.75/0.7=107% armor
I doubt you can get that with available armor +pots without stacking armor talisman.
So to counter that you need 0.75/0.7=107% armor
I doubt you can get that with available armor +pots without stacking armor talisman.
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Good Soldier win fight, Good Calvary win field, Good Cannon win Battle, Good logistic win Wars
--Book of Five Rings
Re: Heavy Armor cap
Average ability armordebuff value is 700ish (ranging from prdps to mdps); 1k being Mara/WL and Redeye proc, 500-800 on BG/IB/SH/SW/Engi turret/WL pet. Morales range from 800ish to 1,4k (from tank M1 over zealot M1 to engi M3), tactic debuff is 1kish on a zealot.
Average armorpenetration on a variety of skills ranges from 25% to 50% - with WHs/WEs completly ignoring armor with their positional skills (Torment/AW) and traited skills (Pierce Armor and Seeker's Blade or w/e), alongside some niche skills on a couple of mdps (WL/Mara); note: Mara have a tactic that grants 50% on a variety of skills.
Average static armorpenetration ranges from 250 to 700ish on few skils on mdps.
Average weaponskill across all pdps ranges from 30% to 50%, with some niche full-ws stacks (CH/SL/SW/SH) 60-65%ish.
The highest combined armordebuff (Zealot tactic + tank M1 + Mara debuff) should be smth like 2.5k, but you rarely see a full setup like that. Much more common is Mara/WL/SW/SH (ability) or BG/IB (ability) in conjunction with tank M1, which is on average a 1.6kish debuff.
For correct valuees look up the toolkits on the careerbuilder and the procs on the gear spreadsheet/epic quest rewards.
Now just do the math and see how much armor you need to maintain atleast 50% mitigation, if you are visibly running deftard (SnB) the chances of catching yourself a full setup are tiny; you will more often than not be target of a single ability or morale debuff, and various skills that grant 25-50% armorpen - while the most dangerous skills (Torment/AW) only being mitigatable by correctly positioning yourself.
Armor requirement highly depends on the composition you run (e.g.: RP/Zeal armorbuffs stack with pots) and format you play in; small scale has better returns on armor (you'll more often draw attention to yourself even when running deftard), whereas large scale is all about wounds to buffer for morale dumps (all non-aoe armordebuffs are seldomly applied and/or seldomly make the cut, things die to fast to other things to bother) .
Average armorpenetration on a variety of skills ranges from 25% to 50% - with WHs/WEs completly ignoring armor with their positional skills (Torment/AW) and traited skills (Pierce Armor and Seeker's Blade or w/e), alongside some niche skills on a couple of mdps (WL/Mara); note: Mara have a tactic that grants 50% on a variety of skills.
Average static armorpenetration ranges from 250 to 700ish on few skils on mdps.
Average weaponskill across all pdps ranges from 30% to 50%, with some niche full-ws stacks (CH/SL/SW/SH) 60-65%ish.
The highest combined armordebuff (Zealot tactic + tank M1 + Mara debuff) should be smth like 2.5k, but you rarely see a full setup like that. Much more common is Mara/WL/SW/SH (ability) or BG/IB (ability) in conjunction with tank M1, which is on average a 1.6kish debuff.
For correct valuees look up the toolkits on the careerbuilder and the procs on the gear spreadsheet/epic quest rewards.
Now just do the math and see how much armor you need to maintain atleast 50% mitigation, if you are visibly running deftard (SnB) the chances of catching yourself a full setup are tiny; you will more often than not be target of a single ability or morale debuff, and various skills that grant 25-50% armorpen - while the most dangerous skills (Torment/AW) only being mitigatable by correctly positioning yourself.
Armor requirement highly depends on the composition you run (e.g.: RP/Zeal armorbuffs stack with pots) and format you play in; small scale has better returns on armor (you'll more often draw attention to yourself even when running deftard), whereas large scale is all about wounds to buffer for morale dumps (all non-aoe armordebuffs are seldomly applied and/or seldomly make the cut, things die to fast to other things to bother) .
Re: Heavy Armor cap
look even if you have 7500k armor ( like 140% )you will still not have a pure 75% vs all the possible debuff+wepskill (not even considerating morales
).

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