Make armor great again (maga) - Rework armor formula

The damage reduction of armor being affected by the damage value of a hit
makes armor worthless as you go up in tiers in end game. I think monsters should hit hard and be dangerous as the tiers increase. However, armor has zero value at the later tiers.

New Armor formula -
*Armor ÷ (Armor + hit points) = damage reduction
-new formula makes Your one hit max physical = armor + hit pool

How formula changes things -
*effective life against physical would = armor + hit points
-armor scales well, ever point armor adds the same value as last
-scales well with other defense without getting out of hand
*damage reduction will be exact and no longer an estimate
-provides clarity to players
*hard hits will have same amount reduction as small hits
-making effective in endgame content
*armor would work against damage over time effects that have no hit
-this work sense the reduction don't need hit to calculate
-Works on ground physical dot effects
*lot easier for GGG to balance player and monster armor values


Second thing -
armor life base feels lacking when compared to es
mostly because life pool cant be scaled but es can be with passives and gear
es is effective against all damage while armor isn't

*possible solutions
-armor can roll modifiers that applies % of armor to other damage types
-passives applies % of armor to other damage types
-have aura that applies % of armor to other damage types




Last edited by CheezyMcnuggets#4244 on Jan 12, 2025, 9:18:43 PM
Last bumped on Jan 12, 2025, 8:45:05 PM
"
New Armor formula -
*Armor ÷ (Armor + hit points) = damage reduction



Armor ÷ (Armor + hit points) = damage reduction

100 / (100+50) = 67% reduction
100 / (100+100) = 50% reduction
100 / (100+200) = 33% reduction

The higher your health pool the lower the armour Mitigation and vice versa? No. You clearly didn't think this through
"
"
New Armor formula -
*Armor ÷ (Armor + hit points) = damage reduction



Armor ÷ (Armor + hit points) = damage reduction

100 / (100+50) = 67% reduction
100 / (100+100) = 50% reduction
100 / (100+200) = 33% reduction

The higher your health pool the lower the armour Mitigation and vice versa? No. You clearly didn't think this through


Literally the exact same outcome as removing all armor in the game and replacing it with flat life (except for scaling obviously).

"
"
New Armor formula -
*Armor ÷ (Armor + hit points) = damage reduction



Armor ÷ (Armor + hit points) = damage reduction

100 / (100+50) = 67% reduction
100 / (100+100) = 50% reduction
100 / (100+200) = 33% reduction

The higher your health pool the lower the armour Mitigation and vice versa? No. You clearly didn't think this through


100 / (100+50) = 67% reduction - Max Physical damage can withstand = 150
100 / (100+100) = 50% reduction - Max Physical damage can withstand = 200
100 / (100+200) = 33% reduction - Max Physical damage can withstand = 300

The point of the formula makes your max physical damage you can take is equal to armor + hit pool. Even though your damage reduction went down with increasing your life pool (as you can see above). Your ability to withstand physical hit went up.

"
Literally the exact same outcome as removing all armor in the game and replacing it with flat life (except for scaling obviously).


This is not same turning armor into life. Armor can be scale with passives. Armor only applies to physical hits, while life applies to all damage. If we did turn armor into life that makes your life leach, life gain on hit, life gain on kill, life flask way less effective because take more to recover 100% of your life pool.

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