The problem with armor is too much damage mitigation
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...of elemental damage from elemental resistances.
Today I saw someone calculating the potential damage reduction at high armor against a moderate-high physical hit. They calculated it at 33%, and suggested that because the damage resistance is "only 33%", armor is useless. But really, 33% is a huge reduction. If a hit would have taken half your HP, you can now survive 2 of them instead of 1, which often is quite enough to regenerate/flask up. The problem really is that one, players are accustomed to 75%, 80%, damage mitigations; and two, conceptually players need to always be separating the fact that one damage type from monsters and bosses is scaled to do half less damage than the other (physical hits usually being half smaller than elemental hits); and three, balancing is made extra hard with the mitigations that hover around 75%, because even small differences in terms of total percentage points start to have large total effect on incoming damage. Like 65% elemental res instead of 75% means taking 40% more damage. 80% res would mean taking 25% less damage. I think damage mitigations should generally go above 50% only in specialized builds utilizing ascendancies or significant build compromises, and even in those, more than 70% should not happen. This would lead give more space for variations in game design, more meaningful choices in building, and would make balancing easier. At the moment, phys damage reduction design is much better than the design used for elemental damage. Zuletzt bearbeitet von tzaeru#0912 um 20.12.2025, 11:08:51 Zuletzt angestoßen am 20.12.2025, 13:02:29
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This is the first time I have ever seen someone genuinely say armor is in a good spot.
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I think armour is quite good too. The problem is that players expect to tank everything with high armour which is not the case.
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" Nice troll post, sadly i cant gift clowns in this forum lol No money until, GGG fix melee.
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Try a 6 mod t15 map with 25k+ armor and still getting one shotted. Then repost this trash again.
And lets not talk about the huge investment you need to do to rise those numbers while the crossbow/bow player can simply destroy the entire screen while mooving literally x3 times faster than any melee. I know it because i've played both classes and got 2k+ hours in the game since 0.1- Theres NO WAY you can compare the current state of armor/melee characters against the other classes. Its just ridiculous. And, again, you can have 25k+ and still get one shotted by most of rares/abyss/bosses in this game. It's beyond absurdity. |
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" You could have a billion armor and still get one shot. There are certain attacks that are designed to one shot you, your supposed to avoid them. Double check that you havent unbound your spacebar. |
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" Not to me! Phys damage reduction as a whole is pretty decent at the moment. Armour at level 90 can quite plausibly be say 25k, 32k if your are Titan or Smith; and you don't have to quite full-on maximize it even. Xesht for example can roll max damage on slam at 4759 phys. The 25k blocks 34% of damage from that hit, which is pretty much highest you will get hit with in the game bar some map mod combinations and ubers, and certain skills designed to be forced dodge checks; and perhaps monkey's pillar slam's center point. With 7% phys from shield, that would be 40%. Essentially, with 2900 health - tough but reachable at that point - you'd survive a huge hit that would otherwise kill you and that you are meant to really try and dodge. So, you are being allowed a single big mistake with a defensive armor build. That to me is a good approach to managing challenge and difficulty in ARPGs (and MMOs) where the design goal is to push players to be focused and prepared in the hardest fights. If you could reliably survive well more of the biggest hits, and given the boss attack speeds, you'd just be getting to the situation where life regen and/or life flask meant that you could reliably facetank everything (well tbf there already are non-ES builds that allow you to facetank, but I'd say we really don't need more of them). |
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" Eh no it's a terrible, absolutely idiotic design which pushes you to run builds that can one shot bosses. As long as these one shots are in the game, this will be the winning strategy every time. Zuletzt bearbeitet von onetruelai#7327 um 20.12.2025, 12:16:50
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" IMO that's a very good thing. Passive-aggressive smiley reactions are really just bad for the overall quality of forums and comment sections and social medias. In any case - the post is not trolling at all and is based on actual calculations and specific design ideas. There's generally speaking a good reason why many of the newer MMOs and ARPGs have opted to move from damage resistances where percents are additive and hard cap at 75%-90% range to a system where the effective averages hover closer to 50% and where the range is more like 30% to 70%, with the higher end being approached asymptomatically rather than being hard-capped and where above 70% situations are mostly relatively short term buffs or have special conditions like applying to only the next hit or so. The linearly-to-75% is a relic from D1. Zuletzt bearbeitet von tzaeru#0912 um 20.12.2025, 12:42:49
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" I don't think that has much to do with damage mitigation tbh. If you can run a build that kills a boss in a couple of seconds, then people will run it as it's just faster. |
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