Please take this as constructive feedback. I can say, if everything is extremely balanced the game has a risk of quickly became boring, but I think these armor-related issues, that can well be ignored by most players, are important when pushing corruption /arena to the limit and evaluating build strengths looking at the late endgame (min-maxing).
Armor is a very important stat, for every class and build. Why?
Once you have your health or ward, crit avoidance, and resists in place, is my fourth stat in order of priority. After all, is global hit damage reduction. Is our version of increasing max resists, unless is damage over time.
Is so important that flat amor is my absolute priority in the spirits of fire blessing, unless I really, really need a necro or fire resistance shred.
Also, throne of ambition is a nearly a must for any build for T4 bosses, just for the 20% increased armor per stack. A maxed flat blessing + 20 stacks throne has a peak performance of 1600 armor alone, really huge if you ask me.
For these reasons, I place a flat armour suffix of very high defensive value, even if its relative value is very low, averaging at 95 flat at T5, is still something I would gladly add on my chest (where it gets a 50% boost), gloves, boots and helm if I have an opportunity.
Also because of all this, once I get hybrid + increased health on my belt, I usually filter out any non-exalted belt that is not plated belt or bronze belt, I will pick those two over the rangerās belt with the superior potion capacity any day of the week, because to me, thatās a āfreeā (implicit) T3 to T5 armor suffix.
About Implicit Armor in gear
When we evaluate an item base, the approach everyone does, is: how much (defensive usually) value does the item provide? I can liberate a suffix or an idol using this item base?
For example, Ruby Ring and Ivory ring, even if the increased fire and the ward retention are useless to your build, you still can save a T5 Fire res or T5 necro res suffix using those. Even a well rolled Gold Ring is a T5 elemental res affix you can remove from elsewhere, or a well rolled copper ring equals a T5 increased crit. I think rings are not in a bad place, you have lots of useful options for endgame only for their implicit value.
By this evaluation, for example, the solarium greaves, even in you donāt need the fire res, they still provide 90 armor, thatās in range of a T5 added armor affix, herborean boots, despite barely making it into the endgame boots, are far superior to shrine boots and arcane boots, they provide T2 armour + up to mid-rolled T5 Cold res. Shrine Boots have 20% less duration of stuns while has a very little value so doesnāt matter, and is paired with 8 armor, that is a bad rolled T1 armor suffix. Arcane boots⦠15% ward retention⦠really? 4 intelligence attribute give 16% already, thatās a well-rolled T3 intelligence prefix, and keep in mind attributes are split into defensive and offensive value. And again, 8 armor: a bad rolled T1 armor suffix.
So, by these added value definition, engraved gauntlets (L45) are far superior compared to Solarum Bracers (L62), using this reasoning, is T4 armor an T5 endurance % vs T2 armor and T5- increased critical (looking at max rolls on implicits).
If we go to the chests and helmets, that are class specific, then we see huge disparities between each class, especially compared to sentinel. Solarum Plate has 350 armor, that is worth 3.7 T5 added armor and a T5 crit avoidance, then rogue for example has Crimson Garb, with 180 armor and up to 36% dodge, thatās about 1.9 T5 added armor plus T5 dodge percent. Thatās 1.8 T5 added armor of difference, and thatās a T4 and a T5 added armor affixes for free just because of the armor base.
For helmets, Augury Helm (L68 sentinel) has 300 armor, solar crown (L68 mage) has 70 armor and up to 60% increased fire damage. 230 armor, compared to two T5 added armor and a T3 added armor, are far more valuable than a single T5 increased fire damage. Also, some implicits are just not there, Scalebane Grimace and Celestial Helm for example.
Armor and attributes
TLDR: Strength far out-performs the other attributes.
Why is that? very simple. Strength provides much more value per point compared to other attributes. Letās check them all out:
Intelligence is a bit unique because ward retention is not part of the common affixes, so is hard to compare against anything. I think is a quite strong component if you go ward, but again, you donāt have any affix support, only a few implicits and uniques.
If we look at dexterity, you need two T5 dexterity prefixes to get a similar value to one T5 added dodge suffix.
Attunement? well, this gets the short end of the stick, you need three top-rolled T5 attunement affixes to compare it to a single T5 added mana prefix.
Vitality is also quite powerful, T5 vitality is superior to T5 flat health, plus some regen. However you can only get vitality as a from three armor slots, and because is a prefix, can help some builds to fix their health while they match the right health suffixes, or to use some a unique helm/chest/belt/boots and recover form the possible loss of HP due to the lack of increased/hybrid health.
A T5 strength prefix equals a T5 percent armor suffix. This is huge, to the point you can use strength instead of percent armor and liberate suffixes for more defensive value. Also if you happen to scale your damage skills with strength, you are in luck.
Primalist is very sturdy just because of strength, but Sentinel is another step ahead, as he can scale his huge armor bases with strength, being the best defensive base class in the game hands down. And this game right now, at endgame, is all about defenses.
If we want to have a split offensive/defensive or offensive/utility value, the values should be tweaked a bit:
- Intelligence same (4% ward retention).
- Attunement: 2 mana ā 3 mana.
- Dexterity: same (4 flat dodge)
- Vitality: 10 ā 8 HP per point (2% regen same)
- Strength: 4% ā 2% increased armor.