Armour's conceptual flaws
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Armour is generally considered worse than evasion or energy shield, and while it is possible to make it work, whatever the numbers work out to don't change the fact that armour is by design less protective than evasion or energy shield.
Armour has the same protection from degen as evasion, none, and less than ES that gives additional hitpoints. Armour has by far the worst protection from big hits. Evasion allows you to avoid any hit entirely with a constant chance, and with deflection you get a chance to get 40% damage reduction on top of that, ES allows you to survive hits scaling linearly with how much ES you have, meanwhile the amount of armour you need to survive a hit scales quadraticly with the damage of that hit. So if you want to survive a hit dealing twice the damage(assuming twice the accuracy) you'd need twice the evasion, twice the energy shield, or 4 times the armour needed to survive the original hit. By rearranging the armour formula we get: Armour = (10D^2 / life) - 10D. By rearranging the evasion formula we get: Evasion = ((125 * Acc / HitChance) + Acc)/0.3 It doesn't work as well as evasion in combination with ES since every hit disrupts the recharge, while evasion allows you to avoid hits, potentially letting you recharge while engaged with enemies. Even against big hits the deflection from evasion usually give more damage reduction than armour, even if it isn't guaranteed. Armour only protects against physical damage by default. Evasion and ES both protect against hits of all types. Armour only protects against physical hit by default and the "armour also applies to elemental damage" has an additional cost in that it takes additional skill points/item modifiers. And even if armour had applied to elemental damage by default it still would have offered no protection against chaos damage. I'd expect different defenses to have different interactions and different benefits and drawbacks, but armour doesn't really appear to have much in the way of benefits while it's full of drawbacks, the most painful of which being the scaling and lack of protection from chaos in general and from elemental damage by default. Last edited by KorgullTheExterminator#6479 on Jan 6, 2026, 4:15:47 PM Last bumped on Jan 6, 2026, 4:22:25 PM
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" The problem but is not armour, it is the way the other defenses work. Evasion should be deflection and the base of evasion armours should give lower armour values. Es should be nerfed in terms of values and CI should get nuked to only have... - immunity to poison - life is 1 - +15% to maximum chaos resistance MAYBE - chaos resistance is doubled So that Es builds have again the same pressure as life builds for gear instead of just more freedoms, through not caring for life prefixes or chaos resistance at all. |
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" Whether armour is too weak or other defenses are too strong is a matter of where you want the game as a whole to end up. I'm speaking relatively here. Right now if you're building pure armour there's a decent chance you're getting oneshot by regular map bosses, and not even by red flash attacks. |
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" This is usually because armour is treated as a catch-all, when it's just a piece of a larger puzzle. If you're getting one-shot as a life-based armour user by non-red low-tier boss moves, it's likely the map mods and ailments that are not being addressed, and armour is being blamed for the shortcoming. |
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"... If this is happening. Then you are "building pure armour" incorrectly Mash the clean
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" I'm not getting oneshot myself, at least not anymore, but solving it was much more difficult with armour than with other defenses. My point in this wasn't that armour was unusable, but that it just scales worse than the other defenses. Let me give you an example. There is the map boss that's the same as siora from the first interlude that uses a sort of lightning strike attack, with 50% converted to chaos. If you build evasion you simply have a chance to avoid it and deflection could reduce that damage in the case that you failed to, if you build ES you can easily build enough to tank the hit. Armour requires additional modifiers on your gear or from passive tree nodes just to provide any sort of mitigation to that damage, and then it doesn't even mitigate the chaos portion. |
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Armour would be sufficient if they added reasonable health to the warrior tree. When you get to 15K ES ( this is effectively a life pool ) with 100D and you get an equivalent 300D warrior with 4500 health. You're missing the mark by a long shot on balance. All of that just so you can clear slower than everyone else?
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it doesnt take 300d to get 4500 health as warrior so youre missing the mark by saying something that doesnt cost that much to get.
And my 4.3k health warrior has more defense than any 15k ES build Mash the clean
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