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Armour: Difference between revisions
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[[File:PercentMitigatedDmg 0.1.1b.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]] | ||
== | ==Related mechanics== | ||
===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== | ==Related gems== | ||
{{Drop enabled base item table | {{Drop enabled base item table | ||
|where= items.stat_text LIKE "%armour%" AND items.class_id LIKE "%Gem%" | |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 | |large=1 | ||
|level=1 | |level=1 | ||
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{{Drop enabled base item table | {{Drop enabled base item table | ||
|where= (items.stat_text LIKE "%armour%") AND items.class_id NOT LIKE "%Gem%" | |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 | |large=1 | ||
|base_item=1 | |base_item=1 | ||
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==Related unique items== | ==Related unique items== | ||
{{Drop enabled unique item table | {{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%") | |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 "%armour%applies%to%" | ||
OR items.stat_text LIKE "% | 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 | |large=1 | ||
|base_item=1 | |base_item=1 | ||
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{{Version history table row|0.1.1| | {{Version history table row|0.1.1| | ||
* Armour has been made more effective, by approximately 15%. | * Armour has been made more effective, by approximately 15%. | ||
}} | }} | ||
{{Version history table row|0.1.0| | {{Version history table row|0.1.0| |
Revision as of 14:23, 10 April 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

Related mechanics
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
Item | ![]() | Stats |
---|---|---|
Defiance Banner![]() | 1 | Attack 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 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 |
Raise Shield![]() | 1 | Shield 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 |
Refraction![]() | 1 | Those 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 Plating![]() | 1 | Scavenged 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 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 3 metres Wall duration is 6 seconds Wall segments have (36-12714) maximum life |
Unabating![]() | 1 | 25% increased Armour while using Supported Skills per quarter second of Attack time of 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 | Has (1-3) Charm Slots +(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 |
For Utopia![]() | Stone Charm | Charm | 8 | Used when you become StunnedDefend with 200% of Armour during effect |
Rearguard![]() | Blunt Quiver | Quiver | 32 | (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 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 |