Paperdoll toughness.
Hard to implement because…
Damage done = (weapon damage) * Power * (skill-specific coefficient) /
That doesn’t make it hard to implement. 1000 armour will always reduce incoming damage by 99.9%, regardless of other factors. The problem is that it really isn’t very meaningful. 2000 armour would be a 99.95% reduction, which looks almost the same but means you’re taking half the damage you would with 1000 armour.
Knowing the percentage would be extremely useful. They could totally implement this.
Knowing the percentage would be extremely useful. They could totally implement this.
Did you read my post?
Bear in mind that at level 1, wearing no armour at all, your damage reduction is already ~96%. At level 80, still naked, it’d be ~99%. If you actually put your armour on and maybe put some points into toughness, it’ll be 99.something%, but it’ll always be within that tiny range, so the figures will appear meaningless.
Unless you have some other way of expressing the damage reduction e.g. percentage relative to that 99% (916 base toughness at level 80), this will never be useful.
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Scenario 1:
So if I’m on my thief and I do a Heartseeker on you while you are 25% health:
= 924 (dagger weapon str) * 1800 (my power, not my attack) * 2.1 (~skill coefficient of you at 25% health) = 3,492,720 incoming damage!!!
If you have 2000 armor this then becomes 3,492,720/2000 = 1746 damage received.
if you increase your armor by 200 points: 3,492,720/2200 = 1588 damage received
So increasing your armor by 200 only reduced your incoming damage by ~9%
Scenario 2:
Now say you are getting attacked by a guardian using a staff:
= 985 (staff weapon str) * 1900 (my power, not my attack) * 0.66 (~weapon skill coefficient for Staff #1) = 1,235,190 incoming damage
if your armor is 2000 then your incoming damage is reduced to 618
But if your armor were 2200 then it would be 561 incoming damage.
Which is also ~9%.
So….
So my point is it makes sense to measure a percent difference between what you had and what you want.
Changing from X to Y increases/decreases your damage taken by Z%. This is easily computed by doing X/Y=Z
2000/2200 = 0.90909 or to put another way: damaged reduced to 90% of previous value.
But to abstractly measure the effectiveness of armor as a whole…. this information is already displayed to you. If you have 2000 armor then it diminishes the incoming damage by a factor of 2000. If you have 2200 armor then it diminishes the incoming damage by 2200.
(edited by Esreyr.6304)