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Armour: Difference between revisions

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Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as {{il|Blackbraid}} or {{il|Doryani's Prototype}}. In such cases, the armour value applies independently to each [[damage type]]. The maximum elemental or chaos damage reduction is also 90%.
Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as {{il|Blackbraid}} or {{il|Doryani's Prototype}}. In such cases, the armour value applies independently to each [[damage type]]. The maximum elemental or chaos damage reduction is also 90%.
===Rule of thumb===
* To prevent '''one third of damage''' (33%), you need armour '''5 times''' the damage (e.g. 500 armour for 100 damage)
* To prevent '''half of damage''' (50%), you need armour '''10 times''' the damage (e.g. 1000 armour for 100 damage)
* To prevent '''two thirds of damage''' (66%), you need armour '''20 times''' the damage (e.g. 2000 armour for 100 damage)
* To prevent '''three quarters of damage''' (75%), you need armour '''30 times''' the damage (e.g. 3000 armour for 100 damage)
* To prevent '''90%''' of damage, you need armour '''90 times''' the damage (e.g. 9000 armour for 100 damage)
When the damage of a hit significantly exceeds Armour, it will never prevent more damage than the armour value divided by 10 (e.g. 1000 armour will never prevent more than 100 damage at its minimum percentage prevention).


==Armour formulas==
==Armour formulas==
{{update|section|reason=New graphs for 0.1.1 changes}}
===Relative damage reduction===
===Relative damage reduction===
The following is the base formula that can be used to calculate the damage reduction gained from armour<ref>Derived from the Path of Exile 1 formula, using values obtained through empyrical testing in [[Version 0.1.0e]]. Source: https://www.reddit.com/r/pathofexile/comments/1hln20p/poe_2_armor_formula_testing_and_estimates/</ref>:
The following is the base formula that can be used to calculate the damage reduction gained from armour<ref>https://www.youtube.com/watch?v=3lffk1YR4ok</ref>:


{{math|formula=
{{math|formula=
DR(A, D_{raw}) = {A \over A + 12 * D_{raw} }
DR(A, D_{raw}) = {A \over A + 10 * D_{raw} }
}}
}}


where A is the defender's armour rating and D<sub>raw</sub> is the raw physical damage.
where A is the defender's armour rating and D<sub>raw</sub> is the raw physical damage.
[[File:Mitigation vs Armour.png|thumb|none]]  
<!--[[File:Mitigation vs Armour.png|thumb|none]] -->
====Required armour rating====
====Required armour rating====
To calculate the armour rating required to mitigate a given amount of damage at a specific ratio, the following formula can be used:
To calculate the armour rating required to mitigate a given amount of damage at a specific ratio, the following formula can be used:


{{math|formula=
{{math|formula=
A(D_{raw}, DR) = {DR * 12 * D_{raw} \over 1 - DR}
A(D_{raw}, DR) = {DR * 10 * D_{raw} \over 1 - DR}
}}
}}
[[File:EHP vs Hit.png|thumb|none]]
<!--[[File:EHP vs Hit.png|thumb|none]]-->
===Examples===
===Examples===
[[File:PercentMitigatedDmg 0.1.0e.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]]
[[File:PercentMitigatedDmg 0.1.1b.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]]


==Armour Break==
==Armour Break==
Line 84: Line 94:
==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.1.1|
* Armour has been made more effective, by approximately 15%.
}}
{{Version history table row|0.1.0d|
{{Version history table row|0.1.0d|
* The duration of Armour Break has been increased to 12 seconds (previously 6).
* The duration of Armour Break has been increased to 12 seconds (previously 6).

Latest revision as of 00:20, 24 January 2025

This page is about the defensive stat. For equipment classified as armour, see Armour (equipment).
Estimated Armour Mitigation
Tooltip
Armour reduces the Physical Damage you take from both Attacks and Spells (but provides no benefit against other Damage Types).

Exact Damage Reduction depends on the Damage dealt, but cannot be higher than 90%.

Armour is a defence that provides damage reduction to incoming physical damage from spells and attacks. The % of damage reduced depends on the size of the incoming hit relative to the armour value and cannot exceed 90%. Armour is associated with strength. Hits with Hits Break # Armour can Break a given portion of armour, rendering that amount of armour ineffective.

Mechanics

Armour grants physical damage reduction, with the exact amount of damage reduction depending on the ratio of armour to the physical damage of the hit. If the armour value is significantly larger than the damage, most of the damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. As a result, armour is more effective against many smaller hits rather than fewer larger hits, even if the total damage dealt would be identical.

Armour can reduce damage up to a fifth of its value; for example, a character with 1000 Armour can prevent a maximum of 200 physical damage from a single hit from armour alone.

Armour never mitigates damage over time, as armour only applies to hits. Bleed is an ailment that deals physical damage over time that is based on the physical damage dealt by a skill before mitigation; armour will reduce the hit damage but not the damage over time. However, both the hit damage and the damage over time can be mitigated with sources of #% additional Physical Damage Reduction. The maximum total physical damage reduction from all sources is 90%.

Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as Blackbraid or Doryani's Prototype. In such cases, the armour value applies independently to each damage type. The maximum elemental or chaos damage reduction is also 90%.

Rule of thumb

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • To prevent half of damage (50%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
  • To prevent two thirds of damage (66%), you need armour 20 times the damage (e.g. 2000 armour for 100 damage)
  • To prevent three quarters of damage (75%), you need armour 30 times the damage (e.g. 3000 armour for 100 damage)
  • To prevent 90% of damage, you need armour 90 times the damage (e.g. 9000 armour for 100 damage)

When the damage of a hit significantly exceeds Armour, it will never prevent more damage than the armour value divided by 10 (e.g. 1000 armour will never prevent more than 100 damage at its minimum percentage prevention).

Armour formulas

This section needs to be updated.

Reason: New graphs for 0.1.1 changes

Please update this article to reflect newly available information.

Relative damage reduction

The following is the base formula that can be used to calculate the damage reduction gained from armour[1]:

where A is the defender's armour rating and Draw is the raw physical damage.

Required armour rating

To calculate the armour rating required to mitigate a given amount of damage at a specific ratio, the following formula can be used:

Examples

% Mitigated Damage as a function of Incoming Damage and Armour Rating

Armour Break

Armour Break
Tooltip
Some Skills, Items, Support Gems, and other effects can Break Armour, which lowers a target's Armour below by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 6 seconds.

Players Break Armour 3 times against Normal Monsters and 2 times Armour against Magic Monsters.
Armour Break below 0
Tooltip
Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.

Armour Break is a mechanic that allows players to reduce enemy armour by a specified amount. Armour break lasts for 12 seconds, after which the broken armour will be regained. If the target's armour value reaches 0, their armour will be Fully Broken for 12 seconds, after which they will regain all armour. Armour broken is triple against normal monsters and double against magic monsters.

Armour cannot be broken below 0 unless Imploding Impacts is allocated. If so, Armour can be broken up to the inverse of its original value; for example, an enemy with 1000 armour can be broken up to -1000 armour. Negative armour grants a damage multiplier rather than a damage reduction at the same ratio.

Related gems

ItemRequired levelStats
Armour Breaker1Hits Break (4-5123) Armour
+2 to Melee Strike Range
Knock Enemies Back on Hit
40% more attack speed while Dual Wielding
Armour Explosion1Supported Skills trigger an Explosion when they Fully Break an enemy's Armour
Armour Piercing Rounds1Armour Piercing Rounds
Hits Break (1-845) Armour
Knocks Back Enemies

Ammunition
(12-21) Bolts loaded per clip
BattershoutFile:Battershout inventory icon.png1Support
Supported Skills cannot Break Armour
Supported Skills Consume Fully Broken Armour on Enemies within range to Trigger Battershout

Battershout
Deals Physical Area Damage based off of the Broken Armour of the target which this explosion was Triggered from.

Explosion radius is 2 meters
4% more Damage per 50 Strenght
Deal Physical Damage equal to 50% Broken Armour of the target Triggered from
Does not take into account Overbroken Armour
Break Endurance120% chance to gain an Endurance Charge when Supported Skills Fully Break enemy Armour
Break Posture1Supported Skills Apply Daze when fully Breaking Armour
Daze lasts for 6 seconds
Corrosion1Poison applied by supported Skills also Breaks Armour equal to 80% of Poison Damage dealt
Demolisher1Supported Skills Break 40% more Armour
Devastate1Supported Skills Fully Break Armour when inflicting a Heavy Stun
Exploit Weakness1Supported Skills cannot Break Armour
Supported Skills Consume Enemy Fully Broken Armour to deal 50% more Damage
High Velocity Rounds1Fragmentation Rounds
Projectile
Knocks Back Enemies
Bolts Pierce 6 Targets
Vs Armour Broken
Attack Damage: (340-1060)%
Knocks Back Enemies
Bolts Pierce 6 Targets

Ammunition
1 Bolts loaded per clip
Leap Slam1+0.65 seconds to Total Attack Time, plus up to
+0.5 seconds based on distance travelled
While Dual Wielding, both weapons hit with 30% less damage
(20–39)% more Stun buildup
Cannot Break Armour
Impact radius is 2.5 metres
Consumes Fully Broken Armour on enemies to cause 500% more Stun buildup
Magma Barrier1Raising your shield infuses it with magma for 0.5 seconds
Cannot perform a magma-infused block for 0.75 seconds after magma dissipates
Gain Endurance Charge on Block

Magma Spray
Critical Hit Chance: 5.00%
Attack Damage: (120-490)% of base
(2-4) to (3-6) Added Fire Damage per 15 Armour on Shield
(4-234) to (7-351) Base Off Hand Fire Damage
Resonating Shield1Hits Break (2-1537) Armour
(4-88) to (6-132) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
Cannot be Empowered by Warcries
Shockwave radius is 2.3 metres
Shield Charge1Area of Effect
(4-88) to (6-132) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
Impact radius is 2.4 metres

Collision
Attack Damage: (210-655)%
Knocks Back Enemies
50% more Stun buildup
Impact radius is 2.4 metres
6 to 8 Added Physical Damage per 15 Armour on Shield
Shield Wall1Can have 2 Shield Walls active at a time
(4-88) to (6-132) Base Off Hand Physical Damage
6 to 8 Added Physical Damage per 15 Armour on Shield
Explosion radius is 4 metres
Wall duration is 6 seconds
Wall segments have (36-12714) maximum life
Splinter1Break Armour equal to 15% of Physical Damage dealt by Supported Skill
Vulnerability1Curse applies after 1.0 second delay
Curse radius is 1.9 metres
Curse duration is 7 seconds
Hits against Cursed Enemies ignore 2376 Armour

Related base items

ItemBase itemItem classRequired levelStats
Plate BeltBelt24Charm Slots: 1
+(100-140) to Armour

Related unique items

ItemBase itemItem classRequired levelStats
BlackbraidFur PlateBody Armour1+(40-60) to Armour
+(5-15) to Strength
+(5-15) to Intelligence
+10% to all Elemental Resistances
+(40-60) to Stun Threshold
Armour applies to Elemental Damage
Horns of ByndenRusted GreathelmHelmet1+20 to Armour
(5-15)% increased Rarity of Items found
+(20-30) to Strength
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Armour
Wylund's StakeSmithing HammerOne Hand Mace1Adds (4-6) to (8-10) Physical Damage
Adds (4-6) to (8-10) Fire Damage
+(10-20) to Strength
+(20-30)% to Fire Resistance
Hits Break (30-50) Armour
Apply Fire Exposure when fully breaking enemy Armour
Doryani's PrototypeScale MailBody Armour37(50–100)% increased Armour and Evasion
+(60-100) to maximum Life
Armour also applies to Lightning damage taken from Hits
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken

Version history

Version Changes
0.1.1
  • Armour has been made more effective, by approximately 15%.
0.1.0d
  • The duration of Armour Break has been increased to 12 seconds (previously 6).
0.1.0
  • Introduced to the game.

References