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(→‎Armor Damage Reduction Formula: Added a See Also section with a Wiki link to the Formulas:Damage reduction article)
 
 
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== Licensing ==
'''Armor''' is a class of [[item]]s that mitigate physical [[damage]] and are [[equip]]ped in the different armor [[slot]]s (head, shoulder, back, chest, wrist, hands, waist, legs, feet, and [[Off Hand|off-hand]] for [[shield]]). This sort of armor contributes to the [[Attributes#Armor|Armor]] attribute, a numerical value that translates into physical [[damage mitigation]] in combat. Some non-armor items may grant an [[Attributes#Armor|armor]] [[attribute]] bonus.
 
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{{Licensing|Mob}}
{{AlsoSee|[[Attributes#Defense|Defense section]] of [[Attributes]], [[Per Class Proficiencies]], [[Formulas:Damage reduction]]}}
 
 
== Armor Types ==
 
Four armor types are available for [[Player]] characters to [[equip]]:
 
* [[Image:INV Misc WartornScrap Cloth.png|16px]] '''[[Cloth armor|Cloth]]''' - [[Priest]], [[Mage]], [[Warlock]]
 
* [[Image:INV Misc WartornScrap Leather.png|16px]] '''[[Leather armor|Leather]]''' - [[Rogue]], [[Druid]], [[Hunter]], [[Shaman]]
 
* [[Image:INV Misc WartornScrap Chain.png|16px]] '''[[Mail armor|Mail]]''' - [[Warrior]], [[Paladin]], [[Hunter]] (with training, level 40), [[Shaman]] (with training, at level 40)
 
* [[Image:INV Misc WartornScrap Plate.png|16px]] '''[[Plate armor| Plate]]''' - [[Warrior]] (with training, at level 40), [[Paladin]] (with training, at level 40)
 
 
Classes can wear any tier of armor that falls below their own; for example, a level 40 Warrior can wear Plate, but can also wear Mail, Leather, and Cloth pieces.
 
 
Additionally, shields can be equipped by certain classes.
 
 
* [[Image:INV Shield 05.png|16px]] '''[[Shield]]''' - [[Warrior]], [[Paladin]], [[Shaman]]
 
 
== Armor Equipment Slots ==
 
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|off hand]]. The nine slots for equipping armor to are the character's [[:Category:World of Warcraft head items|head]], [[:Category:World of Warcraft shoulder items|shoulder]], [[:Category:World of Warcraft back items|back]], [[:Category:World of Warcraft chest items|chest]], [[:Category:World of Warcraft waist items|waist]], [[legs]], [[:Category:World of Warcraft feet items|feet]], [[:Category:World of Warcraft wrist items|wrist]], and [[:Category:World of Warcraft hands items|hands]]. If a shield is held in the off hand the character is limited to using weapons that require only one hand to use.
 
 
''Note: There are rings, trinkets, off-hand items, and weapons that provide armor; certain spells and profession-based items can provide temporary armor bonuses as well.''
 
 
== Damage Absorbtion ==
 
Armor 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. For instance, a character with 5000 health and 50% armor would be able to absorb 10000 damage before dying.
 
 
The formula for determining damage absorption is:
 
 
DA=(player health)/(1-(% damage reduction given by armor in decimal form)
 
 
For example, a character with 1000 health and 31.24% damage reduction would be able to absorb 1000/(1-.3124)=1454 (rounded) damage.
 
 
A character with 100 health and 99.98 damage reduction would be able to absorb 1000/(1-.9998)=500,000 damage
 
 
Damage absorption only applies to physical damage.
 
 
=== Armor Damage Reduction Formula ===
 
{{source needed}}
 
[[Image:Armor.JPG|thumb|240px|Armor vs. Damage Reduction for Level 70 Characters]]
 
 
According to Blizzard UI elements, the formulas for Damage Reduction are as follows for WoW 2.0.8 where Attacker = either player or mob.
 
 
;Attacker Levels 1 - 59
 
<tt>DR% = Armor / (Armor + 400 + 85 * AttackLevel)</tt>
 
 
;Attacker Levels 60+
 
<tt>DR% = Armor / (Armor + 400 + 85 * (AttackerLevel + 4.5 * (AttackerLevel - 59)))</tt>
 
 
Simplified, the formula becomes: <tt>DR% = Armor / (Armor + (467.5 * AttackerLevel - 22167.5))</tt>
 
 
Consider the following table which can be derived from the above formula for a lvl 70 tank taking 1000 DPS of "raw" damage:
 
{| class="darktable" style="margin-left:24px; text-align:center;"
 
|-
 
!align="left"|Stat !!Base!!AC1!!AC2!!AC3!!AC4!!AC5!!AC6
 
|-
 
|align="left"|Armor || 0|| 5k||10k||15k||20k||25k||30k
 
|-
 
|align="left"|DPS taken ||1000||666||500||410||350||300||260
 
|-
 
|align="left"|DPS reduced by the last 5k armor || 0||333||166|| 90|| 60|| 50|| 40
 
|-
 
|align="left"|Relative DPS reduction by the last 5k armor|| 0||33%||25%||18%||15%||14%||13%
 
|}
 
As 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. It isn't as pronounced as it may seem looking at the absolute numbers, though. 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. Thus, armor exhibits diminishing returns with respect to the total amount of healing needed to keep a tank alive.
 
 
[[Image:ArmorVsTimeToLive-LVL70.PNG|thumb|240px|Armor vs. Effective Time to Live for Level 70 Characters]]
 
 
However, in terms of absolute time to live with respect to melee attacks, armor has no diminishing return effect. 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 tanks time to live by the same effective amount. 1k additional armor increases time to live by approximately 9.47%, as shown by the graph. The formula for calculating time to live with respect to melee attacks is:
 
 
:''Effective time to live'' <tt>= 1/(1-DR%) * ''Base time to live''</tt>
 
 
Where DR% is calculated according to the above formula. In this way, armor can be thought of as increasing the effective health of the tank with respect to melee attacks. 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).
 
 
Prior to hitting the cap, armor is certainly a very desirable stat for tanks, but difficult to find. Most items of similar quality and rarity have similar armor values, and extra armor can be found only very rarely.
 
 
The armor caps for level 70-73 targets are as follows:
 
{| class="darktable" style="margin-left:24px; text-align:center;"
 
|- valign="bottom"
 
!Level!!Armor<br/>Cap
 
|-
 
||70||31,672
 
|-
 
||71||33,075
 
|-
 
||72||34,477
 
|-
 
||73||35,880
 
|}
 
 
=== See Also ===
 
* [[Formulas:Damage reduction]]
 
 
==External links==
 
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{{Elink|site=Elitist Jerks|http://elitistjerks.com/481810-post1796.html|desc=Post #1796 of the &#91;Paladin&#93; MTanking viability thread}}
 
{{elink|site=Tank Spot|link=http://www.tankspot.com/forums/tankspot-library/31941-fortifications-warrior-reference-guide.html#3|desc=Defense &amp; Armor section, Fortifications -- Warrior Reference Guide}}
 
{{elink|site=Tank Spot|link=http://www.tankspot.com/forums/evil-empire-guides/33102-diminishing-returns.html|desc=Diminishing Returns post from Satrina's Evil Empire}}
 
 
{{Equipment}}
 
 
[[Category:Attributes]]
 
[[Category:Game terms]]
 
[[Category:World of Warcraft armor items| Armor]]
 

Revision as of 23:38, 20 July 2011

Licensing