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(Created page with "'''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. Category: Game mechanics {{sister|poewiki}}")
 
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'''Armour''' is a [[defence]]] that provides [[damage reduction]] to incoming [[physical damage]] from [[spell]]s and [[attack]]s. 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]].
{{About|the defensive stat|equipment classified as armour|Armour (equipment)}}
 
{{Tooltip info
| name                  = Estimated Armour Mitigation
| description            = Armour reduces the Physical Damage you take from both Attacks and Spells (but provides no benefit against other Damage Types).<br><br>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 [[spell]]s and [[attack]]s. 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 {{c|mod|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 {{c|mod|#% 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 {{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==
{{update|section|reason=New graphs for 0.1.1 changes}}
===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>:
 
{{math|formula=
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.
<!--[[File:Mitigation vs Armour.png|thumb|none]] -->
====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:
 
{{math|formula=
A(D_{raw}, DR) = {DR * 10 * D_{raw} \over 1 - DR}
}}
<!--[[File:EHP vs Hit.png|thumb|none]]-->
===Examples===
[[File:PercentMitigatedDmg 0.1.1b.png|thumb|none|% Mitigated Damage as a function of Incoming Damage and Armour Rating]]
 
==Related mechanics==
===Armour Break===
{{main|Armour break}}
[[Armour Break]] is a [[debuff]] that reduced Armour by a specified amount. When a target's Armour is broken to 0, it has Fully Broken Armour, which interact with certain mechanics. Enemies (but not players) with Fully Broken Armour also take 20% increased physical damage from hits.
 
==Related gems==
{{Drop enabled base item table
|where= items.stat_text LIKE "%armour%" AND items.class_id LIKE "%Gem%"
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
|large=1
|level=1
|stat=1
}}
 
==Related base items==
{{Drop enabled base item table
|where= (items.stat_text LIKE "%armour%") AND items.class_id NOT LIKE "%Gem%"
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
|large=1
|base_item=1
|class=1
|level=1
|stat=1
}}
 
==Related unique items==
{{Drop enabled unique item table
|where= ((items.stat_text LIKE "%armour%" AND items.stat_text NOT LIKE "+%to%armour%" AND items.stat_text NOT LIKE "%increased%armour%")
OR items.stat_text LIKE "%armour%applies%to%"
OR items.stat_text LIKE "%Rage also grants%increased Armour%")
  AND items.stat_text NOT LIKE "%armour%break%" AND items.stat_text NOT LIKE "%break%armour%" AND items.stat_text NOT LIKE "%broken%armour%" AND items.stat_text NOT LIKE "%armour%broken%"
|large=1
|base_item=1
|class=1
|level=1
|stat=1
}}
 
==Version history==
{{Version history table header}}
{{Version history table row|0.2.0|
* Armour on all monsters has been reduced by 30%.
}}
{{Version history table row|0.1.1|
* Armour has been made more effective, by approximately 15%.
}}
{{Version history table row|0.1.0|
* Introduced to the game.
}}
{{Version history table end}}
 
==References==
{{reflist|refs=
}}


[[Category: Game mechanics]]
{{sister|poewiki}}
{{sister|poewiki}}
[[Category:Defences]]

Revision as of 07:10, 11 April 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

Related mechanics

Armour Break

Main page: Armour break

Armour Break is a debuff that reduced Armour by a specified amount. When a target's Armour is broken to 0, it has Fully Broken Armour, which interact with certain mechanics. Enemies (but not players) with Fully Broken Armour also take 20% increased physical damage from hits.

Related gems

ItemRequired levelStats
Defiance Banner1Attack kills generates Valour equal to the enemy's Power
Gains 1 Valour per second while a Unique enemy is in your Presence
10% more Aura Magnitudes per Valour
Banner Aura radius is 4.5 metres
Aura grants (6–9)% more Armour and Evasion Rating
Aura grants 5% increased movement speed
Banner duration is (6–6.95) seconds, or until you leave the Aura
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
Raise Shield1Shield Bash causes 600% more Heavy Stun buildup
Shield Bash always Light Stuns
Shield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield
Refraction1Those affected by Auras from Supported Skills gain Refractive Plating
Refractive Plating causes 20% of Armour to apply to Elemental Hit Damage taken
Placed Banners must have a minimum of 25 Valour to grant Refractive Plating
Scavenged Plating1Scavenged Plating duration is 8 seconds
(2–5)% more Armour per Scavenged Plating
Maximum 10 Scavenged Plating
(2–60) to (3–90) Thorns per Scavenged Plating
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 3 metres
Wall duration is 6 seconds
Wall segments have (36-12714) maximum life
Unabating125% increased Armour while using Supported Skills per quarter second of Attack time of 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 BeltBelt24Has (1-3) Charm Slots
+(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
For UtopiaStone CharmCharm8Used when you become StunnedDefend with 200% of Armour during effect
RearguardBlunt QuiverQuiver32(20-30)% reduced Enemy Stun ThresholdAdds (7–11) to (14–20) Physical Damage to Attacks
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
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
0.2.0
  • Armour on all monsters has been reduced by 30%.
0.1.1
  • Armour has been made more effective, by approximately 15%.
0.1.0
  • Introduced to the game.

References