0.3 Defense & Armor
Code:
1 Defense Skill
Dodge __________________ 0.04%
Parry __________________ 0.04%
Block __________________ 0.04%
Chance to be Missed ____ 0.04%
Chance to be Crit ______ -0.04%
Defense does not calculate added Defensive bonuses against same-level mobs until it reaches the baseline of your character. The baseline Defense can be found by multiplying 5 * Character Level; in the case of a level 70 Warrior, this is 350 Defense.
For Defense to effectively remove Critical Strikes from the combat table on higher-level creatures, you need to reach the 5% reduction according to the baseline of that creature. Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical Strike reduction, you would add to the level 73 baseline of 365 -- your goal, then, is 490 Defense. Most "Skull" Elites are effectively level 73 creatures.
Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%. Defense beyond your baseline does not affect Crushing Blows.
Armor
Code:
AC
Mitigation = --------------------------
AC + (145 * Level + 405)
Mitigation represents the actual Damage Reduction you receive from Armor. Level represents the level of your opponent.
Code:
AC Mitigation
5,000 _______________ 32.14%
10,000 ______________ 48.64%
12,000 ______________ 53.20%
13,000 ______________ 55.18%
14,000 ______________ 57.01%
15,000 ______________ 58.69%
16,000 ______________ 60.25%
17,000 ______________ 61.69%
20,000 ______________ 65.45%
25,000 ______________ 70.31%
Note that there are significant Diminishing Returns on Mitigation; as you gain each new point of Armor, each point provides a smaller net benefit in terms of mitigation.
However, in the words of Satrina, "Mitigation is subject to diminishing returns, but Armor is not." What this means is, Armor provides a linear increase to lifespan, if not mitigation.
To better understand this, use the following examples Satrina used:
Quote:
1) I have 3000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 38.64 seconds
Now I will add 1000 armour, giving me 4000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 43.18 seconds
Adding 1000 armour increased my time to live by 4.54 seconds.
2) I have 6000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 52.27 seconds
Now I will add 1000 armour, giving me 7000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 56.82 seconds
Adding 1000 armour increased my time to live by 4.55 seconds.
3) I have 10000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 70.45 seconds
Now I will add 1000 armour, giving me 11000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 75.00 seconds
Adding 1000 armour increased my time to live by 4.55 seconds.
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More detailed information can be found here:
http://evilempireguild.org/guides/diminishmath.php