"Armour" feel useless for HC
|
It seems that armour mitigation value on the character screen means very little against Slams. Furthermore, physical armour does nothing against the physical damage puddles.
The Silverback in A6 1 shot 2500 HP with 80% "Armour" rating. This means the raw slam damage was above 12500 effective HP. Is it ever possible to survive a slam skill from a boss in HC? Or is the expectation to play flawlessly to 100 and beyond? Last bumped on Oct 11, 2025, 4:02:24 PM
|
|
|
1. Don't get hit by slams from a giant monke.
2. Armor is shit and needs a buff. 3. It could have been a crit, too bad the game never explains when it is one thus causing tons of false positives when people complain about a death (cuz I sure as fuck have) |
|
|
Actually, armour works like this : Damage Reduction = Armour / (Armour + 12 * Damage).
Soo for exemple : To prevent half of damage (50%), you need armour 12 times the damage (e.g. 1200 armour for 100 damage). Another exemple with 5000 Raw Damage Slam and 10K armour : DR = 10000 / (10000 + 12 * 5000) = 0.14 ---> 14% damage reduction. I think they are going to Buff armour in the next weeks. |
|
|
Armor is useless. Exception being for damage on shield. And even then the nodes that increases shield stats doesn't affect that.
|
|
" Than the mitigation value in the Character screen is completely useless... " Wow, that makes armour completely worthless at higher maps. It definitely needs a rework. " Resonating Shield needs to benefit from Evasion/Energy Shield as well. It should definitely scale with the Shield defensive nodes. Last edited by Slomo4shO#0350 on Jan 7, 2025, 6:38:53 PM
|
|
" That's because Armour doesn't do anything against large hits. Never did. And GGG just copy/pasted the non-sensical, convoluted Armour mitigation calculation from PoE1. So yeah: ignore Armour. If you need it, it won't do anything anyway. I wouldn't hold my breath for GGG fixing it, either. They didn't fix it in PoE1 in over a decade, they will manage to ignore it another decade, I'm sure. |
|
|
I think they changed that 3 years ago in POE1.
It's like : Damage Reduction = Armour / (Armour + 5 * Damage). I take my last exemple with 5000 Raw Damage Slam and 10K armour BUT IN POE1: DR = 10000 / (10000 + 5 * 5000) = 0.285 ---> 28% damage reduction. So Yeah, Armour is like more than twice worst in POE2 |
|
" I said "fix" not "changed" 😁 Anyway, it doesn't matter if the Mitigation is literally 0% or barely 0.1% on a large enough hit. The Mitigation reducing at all with larger hits is the part that needs fixing for over a decade. And it's not reflected ingame at all. Ingame, it literally shows a flat % mitigation, which is just a lie. Plain and simple. |
|
" I hope you're right, they need to buff armour! |
|
" What genius thought it was a good idea to put damage in the denominator of the equation? Then to make it a multiple? This formula ensures that the higher the incoming damage, the less effective armor becomes. Than to make things worst, they mislead the player base by giving useless % mitigation numbers on the Character screen. So as a warrior, I should go with Evasion/ES? There are so many 1 shot mechanics in this game. Everything should just depend on RNG? In its current form, this game isn't meant to have a HC mode. If armor is to be a useful stat, it has to be able to scale into end game. The % mitigation value of the character screen should be applicable for all incoming physical damage. A player should be able to scale their effective health by stacking armour. Otherwise, its a useless stat. In which case, get rid of it all together and replace armour passive nodes with either ES and/or Evasion. Last edited by Slomo4shO#0350 on Jan 9, 2025, 2:40:14 PM
|
|













































