Balefire
04-29-2006, 01:52 PM
Hey guys. The effect that armor defense rating has on actual damage is both confusing and often misunderstood in Guild Wars. I thought you guys might appreciate some information and statistics about it.
First of all, it is important to know that the defense of each piece of your armor does not add up to a total armor bonus, as it does in many other games such as the FF series. Every time you take damage, that damage is assigned to a certain part of body. Generally, there is a percent chance of which part of your body the damage will hit. The chest has the greatest chance of being hit, at a near 40%. Next are the legs, around 30%. Finally, each the head, hands, and feet each have a little over 10% chance of being hit. This explains why chest and leg armor pieces are so much more expensive to craft.
Other things to note about how to figure out what your defense actually is: Many spells ALWAYS hit the chest area, making that area even more important. Other items that add to defense (such as a +5 armor bow grip) always add that bonus to any part of your body that is considered hit (so it really raises the defense of each part of your armor by +5). The only exception to this is shields. Interestingly enough, shields do NOT add their armor bonus if the source of the damage was behind you.
Alright, most of you probably know most of that, but it was important to get out of the way. Now we move on to the less-known stuff.
First of all, you need to realize two important things: AL 60 is "standard," and the amount of protection an increase or decrease in armor from that amount is NOT linear. If it were graphed, Armor vs. Actual Damage would be a curve. This is what I wanted to get everyone to understand better.
At AL 60 (max caster armor), all damage taken is 100%. If you get hit for a 90 damage fireball, you take 90 damage. If you have LESS than AL 60, the damage will actually be INCREASED. Obviously, if you have higher AL, the damage will be decreased. Now I'm going to show you how much your AL effects actual damage, because it turns out that it makes a much bigger difference than you might have realized.
At AL 60, a 90 pt. fireball does 90 damage to you.
At AL 100, all damage is HALVED. Thus, that 90 pt. fireball does only 45 damage.
At AL 20, all damage is DOUBLED. That 90 pt. fireball does 180 damage. This is starting to show why less than max armored PvE chars should NOT play in the high-level PvP arenas.
Here's a list of a bunch of armor values so that you can see the trend.
AL 120 = 35% of total
AL 110 = 42%
AL 100 = 50%
AL 90 = 59%
AL 80 = 71%
AL 70 = 84%
AL 60 = 100%
AL 40 = 141%
AL 20 = 200%
I think this is really important for GW players to know. By raising your caster armor 10 points, you will be reducing damage to yourself by 16%. Take this in consideration when chosing either a +hp or a +armor mod on equipment. Armor is usually better for the caster.
Also note that, as AL goes up, the amount the damage is reduced climbs at a decreasing rate. Whereas, at AL 60, +10 armor will grant 16% damage reduction, at AL 100, +10 AL will only grant half of that, 8% damage reduction.
This should all give you a lot to lot to think about, but I'm going to mention one more thing: armor penetration. AP is more effective than I had at one time thought. If a spell, such as many Air spells, has a 25% armor penetration, then 25% of the target's armor is ignored. This makes a Warrior's armor work like a caster's, and deals a whopping 41% more damage to the caster.
Also note the difference between "armor penetration" and "+armor penetration". "+armor penetration" adds up from different sources, while the base "armor penetration" does NOT stack. Instead, the highest value is used.
There we have it. I hope that was all pretty clear. Now you'll know why my mesmer has two +5 armor mods on his staff!
First of all, it is important to know that the defense of each piece of your armor does not add up to a total armor bonus, as it does in many other games such as the FF series. Every time you take damage, that damage is assigned to a certain part of body. Generally, there is a percent chance of which part of your body the damage will hit. The chest has the greatest chance of being hit, at a near 40%. Next are the legs, around 30%. Finally, each the head, hands, and feet each have a little over 10% chance of being hit. This explains why chest and leg armor pieces are so much more expensive to craft.
Other things to note about how to figure out what your defense actually is: Many spells ALWAYS hit the chest area, making that area even more important. Other items that add to defense (such as a +5 armor bow grip) always add that bonus to any part of your body that is considered hit (so it really raises the defense of each part of your armor by +5). The only exception to this is shields. Interestingly enough, shields do NOT add their armor bonus if the source of the damage was behind you.
Alright, most of you probably know most of that, but it was important to get out of the way. Now we move on to the less-known stuff.
First of all, you need to realize two important things: AL 60 is "standard," and the amount of protection an increase or decrease in armor from that amount is NOT linear. If it were graphed, Armor vs. Actual Damage would be a curve. This is what I wanted to get everyone to understand better.
At AL 60 (max caster armor), all damage taken is 100%. If you get hit for a 90 damage fireball, you take 90 damage. If you have LESS than AL 60, the damage will actually be INCREASED. Obviously, if you have higher AL, the damage will be decreased. Now I'm going to show you how much your AL effects actual damage, because it turns out that it makes a much bigger difference than you might have realized.
At AL 60, a 90 pt. fireball does 90 damage to you.
At AL 100, all damage is HALVED. Thus, that 90 pt. fireball does only 45 damage.
At AL 20, all damage is DOUBLED. That 90 pt. fireball does 180 damage. This is starting to show why less than max armored PvE chars should NOT play in the high-level PvP arenas.
Here's a list of a bunch of armor values so that you can see the trend.
AL 120 = 35% of total
AL 110 = 42%
AL 100 = 50%
AL 90 = 59%
AL 80 = 71%
AL 70 = 84%
AL 60 = 100%
AL 40 = 141%
AL 20 = 200%
I think this is really important for GW players to know. By raising your caster armor 10 points, you will be reducing damage to yourself by 16%. Take this in consideration when chosing either a +hp or a +armor mod on equipment. Armor is usually better for the caster.
Also note that, as AL goes up, the amount the damage is reduced climbs at a decreasing rate. Whereas, at AL 60, +10 armor will grant 16% damage reduction, at AL 100, +10 AL will only grant half of that, 8% damage reduction.
This should all give you a lot to lot to think about, but I'm going to mention one more thing: armor penetration. AP is more effective than I had at one time thought. If a spell, such as many Air spells, has a 25% armor penetration, then 25% of the target's armor is ignored. This makes a Warrior's armor work like a caster's, and deals a whopping 41% more damage to the caster.
Also note the difference between "armor penetration" and "+armor penetration". "+armor penetration" adds up from different sources, while the base "armor penetration" does NOT stack. Instead, the highest value is used.
There we have it. I hope that was all pretty clear. Now you'll know why my mesmer has two +5 armor mods on his staff!