![]() Since DR caps at 75%, effective time to live caps at 400% of the tanks base time to live (time to live if the tank had no armor). In this way, armor can be thought of as increasing the effective health of the tank with respect to melee attacks. ![]() Where DR% is calculated according to the above formula. The formula for calculating time to live with respect to melee attacks is:Įffective time to live = 1 / (1 - DR%) * Base time to live 1k additional armor increases time to live by approximately 9.47% (6.01% at level 80?), as shown by the graph. Given a constant melee DPS amount, each additional point of armor (whether it be from 0 to 1 or from 30000 to 30001) will increase the tank's time to live by the same effective amount. However, in terms of absolute time to live with respect to melee attacks, armor has no diminishing return effect. ![]() Effective Time to Live for Level 70 Characters The following is the same formula for a lvl 80 tank against a level 83 mobĪrmor vs. Thus, armor exhibits diminishing returns with respect to the total amount of healing needed to keep a tank alive. The last line shows that the relative value of 5k armor drops from 33% to 13%, meaning that at the start, one point of AC will be about three times as effective in terms of DPS reduction as near the end. It isn't as pronounced as it may seem looking at the absolute numbers, though. Relative DPS reduction by the last 5k armorĪs can be seen, the effectiveness of adding another 5k of armor is getting lower, there is a "diminishing returns" effect with respect to the DPS reduction. Simplified, the formula becomes: DR% = Armor / (Armor + (467.5 * AttackerLevel - 22167.5))Ĭonsider the following table which can be derived from the above formula for a lvl 70 tank taking 1000 DPS of "raw" damage: 9998) = 500,000 damage.ĭamage absorption only applies to physical damage.Īccording to the Blizzard UI elements ( a), the formulas for damage reduction are as follows for WoW 5.0.4 in which Attacker = either player or mob.ĭR% = Armor / (Armor + 400 + 85 * AttackerLevel) Attacker Levels 60 - 79ĭR% = Armor / (Armor + 400 + 85 * (AttackerLevel + 4.5 * (AttackerLevel - 59))) Attacker Level 80 - 84ĭR% = Armor / (Armor + 400 + 85 * AttackerLevel + (4.5 * (AttackerLevel - 59)) + (20 * (AttackerLevel - 80)) ) Attacker Level 85 and overĭR% = Armor / (Armor + 400 + 85 * AttackerLevel + (4.5 * (AttackerLevel -59)) + (20 * (AttackerLevel - 80)) + (22 * (AttackerLevel - 85)) ) 3124) = 1454 (rounded) damage.Ī character with 1000 health and 99.98 damage reduction would be able to absorb 1000 / (1. The formula for determining damage absorption is:ĭA = (player health) / (1 - (% damage reduction given by armor in decimal form).įor example, a character with 1000 health and 31.24% damage reduction would be able to absorb 1000 / (1. For instance, a character with 5000 health and 50% armor would be able to absorb 10000 damage before dying. Damage absorption Īrmor augments a character's health to a higher number (if the armor is positive), which represents the amount of physical damage a player can withstand. ![]() Note: There are rings, necklaces, trinkets, off-hand items, and weapons that provide armor certain spells and profession-based items can provide temporary armor bonuses as well. If a shield is held in the off hand the character is limited to using weapons that require only one hand to use. The nine slots for equipping armor to are the character's head, shoulder, back, chest (aka body), waist, legs, feet, wrist, and hands. There are nine core slots that a character can equip armor items into and - depending on their class - a character can optionally carry a shield in their off-hand.
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