SHOW BASE RATINGS - Defense Rating Computation QoL (its too cumbersome)

So if you don't already know, Defense Ratings (Evasion, Armour, Energy Shield, among others) are computed by adding all flat/base Rating numbers together before multiplying it to the total Increased % (ex. 100% Increased Evasion).

DEMONSTRATION: (TLDR below)

Whenever an Armor piece:
Ex. base Armour = 250

Gains a modifier to such defence:
Ex. "120% increased Armour"

There is a new Armour value that replaces the base = "Armour: 550" (which is 250 x 120% = 550)

BUT that new value is NOT what is used to help compute your ENTIRE Defense Ratings. If any or all of your Armor pieces have modified ratings, you would need to recompute to get ALL their base values again before you can multiply them to all % percentage modifiers.

Ex.
Helm shows:
Armour: 550
120% Increased Armour

Body shows:
Armour: 1063
+45 to Armour
95% Increased Armour

Skill tree Nodes have total:
110% Increased Armour
_________________________________

The computation would be to get the base Armour of those two pieces first:

Base Helm Armour formula = 550 / (100% + 120%) [the 100% represents the base value that is increased upon]
Base Helm Armour = 250

Base Body Armour formula = (1063 / (100% + 95%)) - 45
Base Body Armour = 500

Add those two together to get your Total flat/base Armour: 250 + 500 = 750

Only THEN could you multiply it to ALL % percentage modifiers:

= 750 x (120% + 95% + 100% + 110%)
= 750 x (425%)
= 750 x 4.25
= 3,188

3,188 is your final Armour Rating

There was an extra step needed that most new or oblivious players would skip and get confused why their values changed so drastically or underwhelmingly. It adds a false understanding of game values and what gives more value in terms of defense, offense, or whatever.
_________________________________

TLDR

The base value needed for all the computations are modified upon adding modifiers and thus, becomes essentially hidden. This becomes especially confusing as people might mistakenly use that new value to compute directly into the percentages and get the wrong final values.

Please ADD TOOLTIPS and in the 'INSPECT' feature or on the armor details directly to SHOW THE TRUE BASE RATING VALUES of the gear so that its easier to compute, check, and experiment on our builds.


P.S. I thought at first % percentage modifiers on Armor ONLY affected the values on that corresponding piece and so my computations were wrong. Either gave me lower values than actual by not adding those percentages to the final computations, or adding those percentages but using the modified rating values shown and NOT the base value.
Last bumped on Dec 17, 2025, 9:46:53 AM

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