Like a big pool, and evasion, and resists.. and everything else in this thread...
Armor should be one element of an overall defensive strategy. If you think stacking armor alone (along with any other single defensive option) is enough, you are gonna have a bad time.
You can't just stack EVA and have a decent pool and voila you can survive. You also need leech, mitigation, CDWT, etc. In fact, CWDT immortal call is literally an exact answer to the problem with armor, that it doesnt protect against the major phys spikes.
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Posted by5P4RK4#6383on Nov 19, 2016, 5:01:17 PM
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zSavage wrote:
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_Tiem wrote:
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zSavage wrote:
Oh god. Too cool to say what the jewel and flask mod are... kk. Also LOL @ Brass Dome being remotely OP. No life and no resists all for the sake of trimming off some damage from crits isn't a worthwhile trade-off. It's not a bad item, but it's far from the legendary breast plate you claim it to be.
Also, LOL @ armor being effective in high end game content. After 30% physical damage reduction (don't even know why scrubs keep throwing up their actual armor values when the % is the key factor not the actual amount of armor you have, sigh), armor is all but useless unless you're taking mid sized hits. 90% physical damage reduction barely affects huge incoming damage.
Also evasion has entropy so it's not all that.
Keeping armor weak is the best way for GGG to keep those one-shot mechanics alive. And they like those. Chris et al. has said a bazillion times that they are keeping them. So if they buff armor, bye bye one-shots. That's not gonna happen folks walk up.
First gonna address the bolded; this is not correct. The amount of damage you take depends on the size of the hit and the amount of your armor. The % reduction in the defense tab is estimated only. You can read about the formula used to calculate damage with armor here. Rather, anyone who throws out their % estimated reduced is not using the right number.
As for the combo with the Brass Dome, I like to let people figure out for themselves how to use items. But since I guess this isn't possible, I'll give you another hint on to how to use it by linking the jewel and the flask mod:
Reckless Defence (probably x5 for best results)
Avenger's Flasks
Please tell me you can figure out how to use it now. ;)
Also Brass Dome has the best base armor in the game which you can scale to very powerful levels with Juggernaut.
On the main topic: I do think armor needs a buff (a slight numeric change to the formula to make it more effective should be enough). But adding random spell mitigation isn't the answer.
If what you claim is true, then ECs would do absolutely nothing against physical damage because they only provide % physical damage reduction and do not affect your raw armor score in the least. Thankfully we all know that's not the case. Moreover, armor rating's efficacy in damage reduction is dependent on your level. So a level 60 hero with 10k armor blocks substantially more incoming physical damage than a hero at level 90. None of this is communicated when you say "ph but my hero has 20k armor."
Js.
Deliver pain exquisite
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Posted byultratiem#0592on Nov 19, 2016, 8:06:05 PM
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I still do not get the point of this post...
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Posted byDeletedon Nov 19, 2016, 10:54:55 PM
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_Tiem wrote:
If what you claim is true, then ECs would do absolutely nothing against physical damage because they only provide % physical damage reduction and do not affect your raw armor score in the least. Thankfully we all know that's not the case. Moreover, armor rating's efficacy in damage reduction is dependent on your level. So a level 60 hero with 10k armor blocks substantially more incoming physical damage than a hero at level 90. None of this is communicated when you say "ph but my hero has 20k armor."
Js.
Well, he was talking about the "% in the defense tab", referring to armor. And you DO know that the estimated damage reduction based on your armor in the defense tab means fuckall when you take a huge, physical hit. He didn't refer to EC, which works different than the reduction from armor. I think you know this, but I also think you chose to "misunderstand" him to make some sort of point.
EC: % reduction to every form of physical damage, no matter the size of the hit.
Armor: Less effective the bigger the hit gets.
The REASON a level 60 hero "blocks more damage" with 10k armor, is because the hits taken at that level are tiny, hence; armor is more effective.
If you do not know this, read up. If you DO know this, stop arguing.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Posted byPhrazz#3529on Nov 19, 2016, 11:03:44 PM
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Phrazz wrote:
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_Tiem wrote:
If what you claim is true, then ECs would do absolutely nothing against physical damage because they only provide % physical damage reduction and do not affect your raw armor score in the least. Thankfully we all know that's not the case. Moreover, armor rating's efficacy in damage reduction is dependent on your level. So a level 60 hero with 10k armor blocks substantially more incoming physical damage than a hero at level 90. None of this is communicated when you say "ph but my hero has 20k armor."
Js.
Well, he was talking about the "% in the defense tab", referring to armor. And you DO know that the estimated damage reduction based on your armor in the defense tab means fuckall when you take a huge, physical hit. He didn't refer to EC, which works different than the reduction from armor. I think you know this, but I also think you chose to "misunderstand" him to make some sort of point.
EC: % reduction to every form of physical damage, no matter the size of the hit.
Armor: Less effective the bigger the hit gets.
The REASON a level 60 hero "blocks more damage" with 10k armor, is because the hits taken at that level are tiny, hence; armor is more effective.
If you do not know this, read up. If you DO know this, stop arguing.
Armor, especially huge armor like Brass Dome Juggernauts, do fine against large physical hits as long as you have other methods to help it. Like Endurance Charges, Chaos Golem, and Soul of Steel cluster.
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Posted byStarxsword#4109on Nov 19, 2016, 11:18:23 PM
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Starxsword wrote:
Armor, especially huge armor like Brass Dome Juggernauts, do fine against large physical hits as long as you have other methods to help it. Like Endurance Charges, Chaos Golem, and Soul of Steel cluster.
Yes, we're talking about a unique chest piece, almost double the armor of other pieces while also removing crits - and being doubled by Juggernaut ascendancy.
Our definition of "fine" may be somewhat different.
Anyhow, I wasn't talking about Brass Dome or any other armor pieces. I was talking about the tooltip "damage reduction" not being a good guideline, and that armor, if not stacked to the end of the world, is somewhat "lacking".
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Posted byPhrazz#3529on Nov 19, 2016, 11:56:38 PM
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To be honest it would be a lot better if armor had a different reduction curve.
What I would like to see is that big amounts of armor generally have a minimum threshold % reduction.
So you have 10k armor, minimal reduction you do is 25%, on lower hits it goes up to 40%. Then when you get another 10k armor the minimal reduction is 33%, on lower hits going up to 50%, etc etc (numbers are made up and not meant to be taken seriously).
Now stacking armor provides a hug damage reduction to smaller hits, and raises the minimal reduction (with diminishing returns), while staying relevant on medium armor ranges.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
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Posted byMannoth#4185on Nov 20, 2016, 6:08:59 AM
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