According to Community Game Guide, enemies have no armour. Does this mean they have 0 armour? Let’s look at the formula of damage mitigation by armour:
Assume a (zone’s area level) is 99, damage mitigation with minus armour of about -300 or lower can be very abnormal. Either the percentage of damage mitigation is very low (minus number, which means more damage is dealt), either it is very high which means it is a positive number. How come damage can be mitigated with minus armour?
But if enemies have 0 armour, they must have minus armour with stacks of armour shred.
If armour cannot be minus, what is the use of armour shred when enemies have 0 armour?
Sentinel’s passive “thornmail” says “Damage taken by attackers when hit”. Does this count as “Damage Reflected”?
The equation you showed also has a discontinuity at -500 armor. By default, armor shred is -100 per stack, so taking everything at its word, applying exactly five stacks of shred with zero increased effect then hitting the enemy again should break the damage calculation. This doesn’t happen, so either the game has mechanics to keep negative armor from scaling too high and breaking the mitigation function (my first guess) or the formula we’ve got here only holds for positive numbers.
EDIT: shows what I get for trusting the graph and not just doing the calculation. the formula breaks at -315625/600 (roughly -526) armor, something much less likely to accidentally hit. Still, the region beyond that is just as nonsensical
Yes, the Forge Guard passive Thornmail is flat reflected damage as contrasted with % reflected damage (which is calculated after all damage mitigation).
Reflected damage is “untyped” (ie, it has no element) & can’t be affected by the mob’s damage mitigation.
Correct.
Armour can go negative at which point it increases damage taken by the same % as it would reduce damage taken when it’s positive.
You might find this more useful.
Yes. No armour = 0 armour.
Why do you say that? It gives 11.4% increased phys damage taken.
It’d be nice if the resources on how to calculate armor DR said anywhere that the calculation was -f(-x) for x<0, because that’s not normally how formulae work.
When you do the calculations, you treat everything as positive & if the armour is actually negative ('cause shred) it’s increased damage taken rather than reduced damage taken.
So you you use +500/600/700 you should get the same figures as Tunk’s site.