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Armour: Difference between revisions
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==Mechanics== | ==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 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. | ||
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* To prevent '''90%''' of damage, you need armour '''90 times''' the damage (e.g. 9000 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 | 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>https://www.youtube.com/watch?v=3lffk1YR4ok</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>: | ||
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A(D_{raw}, DR) = {DR * 10 * 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. | [[File:PercentMitigatedDmg 0.1.1b.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]] | ||
==Armour Break== | ==Armour Break== | ||
{{Tooltip info | {{Tooltip info |
Latest revision as of 00:20, 24 January 2025
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

Armour Break
Players Break Armour 3 times against Normal Monsters and 2 times Armour against Magic Monsters.
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
Item | ![]() | Stats |
---|---|---|
Armour Breaker![]() | 1 | Hits Break (4-5123) Armour +2 to Melee Strike Range Knock Enemies Back on Hit 40% more attack speed while Dual Wielding |
Armour Explosion![]() | 1 | Supported Skills trigger an Explosion when they Fully Break an enemy's Armour |
Armour Piercing Rounds![]() | 1 | Armour Piercing Rounds Hits Break (1-845) Armour Knocks Back Enemies Ammunition (12-21) Bolts loaded per clip |
BattershoutFile:Battershout inventory icon.png | 1 | Support 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 Endurance![]() | 1 | 20% chance to gain an Endurance Charge when Supported Skills Fully Break enemy Armour |
Break Posture![]() | 1 | Supported Skills Apply Daze when fully Breaking Armour Daze lasts for 6 seconds |
Corrosion![]() | 1 | Poison applied by supported Skills also Breaks Armour equal to 80% of Poison Damage dealt |
Demolisher![]() | 1 | Supported Skills Break 40% more Armour |
Devastate![]() | 1 | Supported Skills Fully Break Armour when inflicting a Heavy Stun |
Exploit Weakness![]() | 1 | Supported Skills cannot Break Armour Supported Skills Consume Enemy Fully Broken Armour to deal 50% more Damage |
High Velocity Rounds![]() | 1 | Fragmentation 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 Slam![]() | 1 | +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 Barrier![]() | 1 | Raising 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 Shield![]() | 1 | Hits 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 Charge![]() | 1 | Area 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 Wall![]() | 1 | Can 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 |
Splinter![]() | 1 | Break Armour equal to 15% of Physical Damage dealt by Supported Skill |
Vulnerability![]() | 1 | Curse 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
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Plate Belt![]() | — | Belt | 24 | Charm Slots: 1 +(100-140) to Armour |
Related unique items
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Blackbraid![]() | Fur Plate | Body Armour | 1 | +(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 Bynden![]() | Rusted Greathelm | Helmet | 1 | +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 Stake![]() | Smithing Hammer | One Hand Mace | 1 | Adds (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 Prototype![]() | Scale Mail | Body Armour | 37 | (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 |