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Currently, this is what it is.
Converting damage reduction to equivalent toughness gain
The conversion will be done assuming a 2600-armor character. The formula is A*R/(1-R).
50% = 2600 toughness
33% = 1300 toughness (Protection)
25% = 867 toughness
20% = 650 toughness
15% = 459 toughness (Signet of Judgement with perfect insriptions)
10% = 289 toughness (Signet of Judgement)
5% = 137 toughness
Currently, One buff is almost as equal as having a full set of toughness soldier armor. (1300.), This is kind of ridiculous in my opinion, this means classes with high amounts of protection can just build glass and still be tank-y thanks to how much extra damage reduction it adds.
In my opinion, Toughness should scale up to 60-65% damage reduction at 2600 and Protection should be nerfed a bit, down to 25%. Toughness should be the ultimate armor stat, your sacrificing a lot to get it, so it should pay off well, especially since dungeons and most pvp punishes zerging, toughness also is ignored by conditions as well…
One buff giving you so much is kind of and will always be ridiculous.
We could call it “Buffness” 
Well, could also just make Signet of Judgement/Protection add more toughness and raise the damage reduction amount toughness gives, and add diminishing returns.
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