How Much Dmg Reduction From Armor Do Mobs Have Warcraft

  1. How Much Dmg Reduction From Armor Do Mobs Have Warcraft 4
  2. How Much Dmg Reduction From Armor Do Mobs Have Warcraft Download
  3. How Much Dmg Reduction From Armor Do Mobs Have Warcraft One
  4. How Much Dmg Reduction From Armor Do Mobs Have Warcraft 3
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Damage reduction in percent for melee attacks taken from a target of the same level. Note that this graph peaks at 75% for all levels, since this is the maximum damage reduction gain from armor.

Armor reduces physical damage done against you by a certain proportion. It depends entirely on the level of the monster (or player) hitting you and your own armor. Your level doesn't matter. By hovering your mouse over Armor on your Character screen, you can see the percentage value of this reduction for damage done by enemies that are at your current level. This percent reduction will actually fall as soon as you gain a level if you're still wearing the same armor. You haven't lost anything, it's merely showing you that your armor isn't as effective against monsters one level higher than you used to be.

Sep 23, 2019  Hi guys and girls So never tanked and never been much of a leader in groups, but I decided last night its time to dip my toes into the tanking world. Saved up a few gold from my alt, got a few low level items saved up and I have rerolled from this dwarf, he will become to my new bank alt, to a nice ankle biting gnome warrior. I think I know some of the very basics, but where do you learn how. Here is why i chose mark and i'm glad. Im very close to the current dmg. Reduction from armor. Right now i'm sitting at 73%dmg reduction. I use this with smoking heart of the mountain. Naxx is crazy (and u'll appreciate +resistance from both of those trinks there). The mobs there (even the 1st little spiders) hit soooo frgn hard, its gonna rock.

The most important thing to remember about armor is: An X% increase in armor means an X% increase in armor's contribution to the amount of damage you can take.

The formula for the base armor value is:

Base Armor = 2 * Agility + gear armor + magic armor

Gear armor is the armor value from the gear you are wearing. Magic armor is the extra armor from buffs such as scrolls, mage armor, armor kits etc.

Note that talents which give a percentage bonus to armor (like druid bear form) do not include magic armor in their boost to the armor rating. This is especially important for druids since bonuses received from armor kits, sets and green effects in general are not affected by Bear, Moonkin, or Tree Form or armor-increasing talents.

For enemies from level 1 to 59, the reduction to physical damage, as a percentage, is given by the following formula:

%Reduction = (Armor / ([85 * Enemy_Level] + Armor + 400)) * 100

For enemies from level 60 and up, the reduction to physical damage, as a percentage, is given by the following formula:

%Reduction = (Armor / ([467.5 * Enemy_Level] + Armor - 22167.5)) * 100

For level 80 and raid bosses, this simplifies to:

%Reduction for 80 = (Armor / (Armor + 15232.5)) * 100
%Reduction for 83 = (Armor / (Armor + 16635)) * 100

Note that the maximum damage reduction is capped at 75%. The 15232.5 and 16635 numbers in the denominator are often confused. The constant is based on the attacker's level, not the target's level. Use 15232.5 for your attacks (outgoing) and 16635 for damage received.

For level 83 bosses, as described below, armor caps at 49905. The Diminishing Returns on armor as you approach the cap are rather harsh; both functions are graphed below.

Damage reduction gained by each point of armor from 30k to 50k armor vs a level 83 boss.
Actual damage reduction from armor at armor values against level 83 raid bosses.
  • 3That EXTRA armour that I need - General formulae
    • 3.1The general formulae

Damage Soak

Although the character sheet tooltip gives the amount of damage that the armor absorbs, it is more useful to think of how much more damage the player can take.

In general, the armor reduction formula can be written as

Reduction = Armor / (Armor + X)

If the enemy is lower than level 60, X = 85 * Enemy_Level + 400. If the enemy is level 60 or higher, X = 467.5 * Enemy_Level - 22167.5 Therefore, the amount of damage that the player takes after their armor's damage reduction is applied is:

Damage_Taken = Damage_Dealt * ( 1 - ( Armor / (Armor + X) ) )
or
Damage_Taken = Damage_Dealt * ( X / (Armor + X) )

So the ratio of damage dealt to damage taken is:

Damage_Dealt / Damage_Taken
or
(Armor + X) / X
or
1 + (Armor / X)

Therefore, the increase in the amount of damage the player can take compared to having no armor at all, as a percentage, is:

(Armor / X) * 100

Therefore, an X increase in armor (compared to 0 armor) means an 100% increase in the amount of damage the player can take. e.g. For a level 70 enemy, X = 10557.5. So a player with 10557.5 armor attacking a level 70 enemy would be able to take 100% more damage. A player with 31672.5 armor would be able to take 300% more damage than a player with 0 armor (which is the maximum).

Armor required to get X% damage reduction

To calculate the amount of armor needed for maximum mitigation against a lvl 59 or below enemy, one can use the following formula:

Armor = 1200 + 255 * Enemy_Level

Thus a lvl 59 character who wants to achieve 75% reduction vs. lvl 59 mobs would need 16245 AC. Note that this changes beyond lvl 59, as the formula to calculate damage reduction for levels 60 and up requires much more armor to get the same mitigation. Despite the much higher armor values required for 75% reduction at levels 70 and higher, it is currently possible for a well-geared druid to reach this point (see this page).

Or a more general formula. The amount of armor needed for a specific reduction is:

Armor = %Reduction * (400 + 85 * Enemy_Level) / (100 - %Reduction)

Against a level 59 and less:

Armor = (400 + 85 * Enemy Level ) / ( 100 / %Reduction - 1)

Against a level 60 and up:

Armor = (467.5 * Enemy Level - 22167.5 ) / ( 100 / %Reduction - 1)

Armor required to get 50%, 60%, 70% and 75% damage reduction against lvl 60, 63, 70 and 73 mobs.

Damage reduction
Enemy lvl50%60%70%75%
60588388241372617648
637285109281699921855
7010558158372463531673
7311960179402790735880
8015233228493554345698
8316635249533881549905

%Reduction Formula

%Reduction = 100 / ( (467.5 * EnemyLevel - 22167.5) / Armor + 1 )

That EXTRA armour that I need - General formulae

This section is written to answer the question 'What's the amount of extra armour that I should add in order to gain extra 5% or 7.3% or 27.4% or whatever EXTRA percentage that I wish to gain in damage reduction?'.


The most straightforward/obvious solution is to use the 'armour-damage-reduction' formulae given in the section above. However, there is an exact general formula to find the answer for each case - either against a level 59 or lower mob or against a level 60 or higher mob. The formulae are given below the example of straightforward solution.


Example of straightforward solution: (you may skip this part)

If your current total amount of armour provides you with 35% in damage reduction and you wish to add extra 10% to get a total of 45%, what is the amount of extra armour that you should add?

Against a mob with level no higher than 59, you could do the following subtraction:

Extra armour = new armour - current armour

'Current armour' is the total amount of armour that you currently possess. 'New armour' is the new total amount of armour that you want to have in order to gain that extra percentage in damage reduction.

From the previous section, 'new armour' = (400 + 85 * Enemy Level ) / ( 100 / 45 - 1) and obviously you get the value 'current armour' by summing the amount of your equipments armour. Then, by doing the subtraction you get the amount of 'extra armour' you need in order to gain extra 10% in damage reduction.

Note though, that you need to calculate your current percentage in damage reduction by solving the armour formula with your current armour value.

Note that, in D&D, Paladins, Knights, Avengers andDruids are, in D&D, 'name'-level options for various alignments of Fighters andClerics. Itherefore recommend that, depending on the situation, a Neutral D&D Cleric can beconsidered a Druid, and a Lawful Fighter can be considered a Paladin. However, what follows is my thoughts on how to convert a D&Dadventure to AD&D, based somewhat on the notes provided in Appendix 2 (p291-294) ofthe D&D Rules Cyclopaedia, but much expanded from there.CharactersClerics, Fighters, Thieves and Magic-Users should be considered Humans of theirrespective Classes in AD&D. This is notto say that.every. They can be considered full members of their AD&D Classes (if there is anequivalent - i.e., D&D Druids can be considered AD&D Druids), with this note: by doingthis, you are precluding the existence of lower level members of these Classes. Dmg


The general formulae

Before looking at the formulae, please note the following representations:


A = current amount of armour
= extra amount of armour that you need to add to your current amount of armour to get certain extra percentage in damage reduction
R = current percentage in damage reduction provided by your equipments, buffs, etc
= extra percentage in damage reduction that you wish to add to your current percentage in damage reduction
L = enemy's level

How Much Dmg Reduction From Armor Do Mobs Have Warcraft 4


Please also note that these formulae are derived based on the equations given in the previous section which are still lacking in citation.


Against a level 59 or lower mob:

Against a level 60 or higher mob:


These formulae are in fact more general than the formulae given in the section above. In addition to using these general formulae to calculate difference, if you take R to be 0, these general formulae are in fact the same as the formulae given in the previous section.


Example:

From the table in the previous section we have the following figures:

Damage reduction
Enemy lvl50%60%70%75%
637285109281699921855

If your current armour provides 50% in damage reduction against a level 63 mob, you have 7285 armour. However, if you want to add another 25% on top of your 50% to get 75%, you'll need 21855 armour. So the EXTRA amount of armour that you need to add is 21855 - 7285 = 14570.

Let's see if we can get the same extra amount of armour (14570) by using the formula given above (note: please punch the numbers into your calculator carefully or use wolfram alpha). For level 60 or higher mob, we have:

A = 7285
R = 50
= 25
L = 63


Proofs

Warning: college level calculus is required.

There are only two steps in each of the proofs.

1. Differential
2. Integrate both sides with the following limits:

External links

Not a reference, since this forum post is not from an official source:

'WoW Dungeons & Raids' forum (US) 0. Patch 2.01 and TBC Armor & Damage Reduction 12/07/2006 09:03:47 PM PST by Piousflea
Armor

Up to date calculator:

Retrieved from 'https://wow.gamepedia.com/index.php?title=Damage_reduction&oldid=5328431'
Hello, everyone. I've done some testing on the Armor calculations, and I'd like to share the results.

How Much Dmg Reduction From Armor Do Mobs Have Warcraft Download


First off, let's look at what Armor does for the player. Armor is a stat that reduces the damage of incoming physical attacks from enemies. The exact amount of this damage reduction depends on a few things: the amount of Armor the player has equipped through gear, abilities, and talents, as well as the level of the player and the level of the attacking enemy. I found a formula available online for the physical damage reduction calculation for level 60 players here: http://wowwiki.wikia.com/Armor. However, after testing this formula as compared to the paper doll stats in the game client, I have come to conclude that the formula provided on this page is not correct. It appears that on Nostalrius Begins, the '59' in this formula is instead '60'. That is:
DamageReduction = Armor / (Armor + 400 + 85 * (AttackerLevel + 4.5 * (AttackerLevel - 60)))
This matches the paper doll values at player level 60. The variable DamageReduction is a decimal number, such as .603, meaning of course 60.3% physical damage reduction. The Armor cap is widely reported to be 75% damage reduction (I have no confirmation of this, only old forum posts). Against a level 63 mob (i.e. a raid boss) this gives an Armor cap of 20708. However, given limited data about how the damage reduction scales with enemy level, it is still difficult to say for certain if this formula works for enemy level 63. Use at your own risk.
Now, onto how Armor is applied from gear, abilities and talents. Since I play a feral tank, this was written with feral druid in mind.

How Much Dmg Reduction From Armor Do Mobs Have Warcraft One


A feral druid gains a few Armor multipliers from his abilities and talents. Among these are:
Dire Bear Form: +360% Armor contribution from items
Bear Form: +180% Armor contribution from items
Thick Hide 5/5: 10% additional Armor contribution from items
I'd like to distinguish at this point between Base Armor and Bonus Armor. Base Armor is the white Armor value that appears on an item's stats. Bonus Armor refers to Armor from any other source, such as Agility, Mark of the Wild, Elixir of Superior Defense, the Shadowcraft 2 piece set bonus, and others. All Base Armor receives the above multipliers for Dire Bear Form and Thick Hide, while all Bonus Armor does not; the latter is simply added after the multipliers are applied. Therefore, for bear druids, 1 Base Armor = (100% + 360%)*1.1 = 4.6*1.1 = 5.06 Bonus Armor in terms of mitigation provided.
The correct Armor formula for Dire Bear Form with 5/5 Thick Hide at level 60 is:

How Much Dmg Reduction From Armor Do Mobs Have Warcraft 3

Armor = 4.6*1.1*(Base Armor) + 2*(Agility) + (Other Bonuses) + 110
Since this formula works perfectly for Dire Bear Form, I will conjecture that the following formula works for everyone:
Armor = (Multipliers)*(Base Armor) + 2*(Agility) + (Other Bonuses) + (Armor value with no gear equipped)
If you have any corrections or comments, feel free to post below. I will make changes to this post as necessary.
Comments are closed.