Armour formula worse than in PoE1
FYI: Kripp published some findings a bunch of testers had with the Armor formula. The summary is that the Armor efficiency formula is much worse than what was earlier expected.
Example 1: In PoE2 if you had 5K armour with 3K HPs a physical hit of 3371 would kill you. This is about an 11% mitigation of damage. Example 2: I have 14 armour points on the tree ; every gear piece is pure armor ; I have nearly 8500 armour and nearly 3000 life. A physical hit of less than 3600 would one-shot me. IF I just changed out my huge "body armour" for a Cloak of Flame robe and totally ignored my armour, investments, etc. it would take nearly 4300 physical hit points of damage to kill me .. I.E. all of my armour value, investment in the tree, gearing for affixes etc. is negated just by wearing a low level [unique] basic mage robe. TL/DR: Significant investment into Armour for ONLY the sake of the physical mitigation armor gives is a complete waste. Last bumped on Dec 26, 2024, 2:52:58 AM
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I do not see why armour cannot be "super busted" in PoE2. In PoE1, I get it. There is Determination, Granite flask, etc. etc. that everyone can get and so armour being too good is problematic since the mages/archers/etc. shouldn't be able to have that. But in 2 so far, only the warrior area has it, so anyone who wants it need to go there. Huge tradeoff if you aren't getting it to play melee.
In the spirit of simplifying mechanics for newer players, I have the following suggestion: 1) Make armour mitigate exactly the % shown in the character sheet no matter what. Big hits, small hits, doesn't matter. Adjust the amount of armour needed to reach that percent if need be. Adjust for char/monster level too if need be. 2) Dangerous enemies and bosses should each have at most 1-2 attacks (their red hits) overwhelm a certain percent of physical reduction (whether that's armour or %phys reduction stat). That's it. No weird formula no one understands. No inconsistency. Keep up on your armour and small hits will still fly off you as wanted. But big bad bosses still have moves than can potentially kill you if you aren't tanky enough. Last edited by TemjinGold#1898 on Dec 25, 2024, 8:32:39 PM
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I knew this was something wrong... Sometimes on juiced t15 even white trash mobs was able to one tap me... With 14k armor and 2.2k+ HP.
If ill be lucky on SSF, i even can raise armor to 18~20k, but according to formula... This will be almost the same as nothing against same mobs. |
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i hope people keep brining this up until they change it. i like the idea of the % always being the same against small or large hits.
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" And resistance should work the same way as armor. Diablo 3 figured this 13 years ago. |
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Would be nice for them to just copy-cat it from Blizzard in this case.
As someone already mentioned - just a flat % phys dmg reduction from all hits, and that's it. Make it capped at 75-80% just like resistances, make that reachable for melee characters, and just call it a day. Some monster hit you for 1000 dmg and you have 80% armor on character sheet? - Well, you will take exactly 200 phy dmg from that hit if not evaded and no other dmg mitigation effect in place. I don't get the logic behind over-complicating basic things. |
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"It's just another justification for the dodge rolls existence. It's basically hampering player power so you're still forced to use the dodge roll. |
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Here's hoping that is some kind of bug, that is super disappointing.
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investment into armour is not a waste. The difference between having zero armour and having a bit of armour was very noticable to me. Taking that invoker node that converts some evasion into armour made a my guy lot more tanky against normal mobs with phsical attacks.
In poe 1 defenses were stupidly overpowerd since the rework in expedition league so they had to rebalance mobs and bosses around the op defenses wich made it basically manditory to spec into either armour and spell suppression or max res and phys taken as ele. I'm glad they're not repeating this mistake in poe 2. Last edited by öÖö8228#0520 on Dec 25, 2024, 10:41:11 PM
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" I agree that I'd love for that to be a bug. If it's intended then I wonder if we're overlooking something. I thought it might be "additional PDR" which is great in theory but it mostly seems limited to Shields and maybe some items as a corrupted implicit, or unique [helm] |
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