I’m fairly certain that a different formula has to be used when in negative armor. While theory crafting a build with an absurd amount of armor reduction (13000), the formula gives me enemeis having about 35% damage reduction for an enemy with -13000 armor.
It’s the same as player armour at positive values you just take more damage instead of less damage. 13k armour should give ~80% physical damage reduction so -13k armour would give 80% increased physical damage taken.
Is there any info on how much armor enemies generally have at each area level? I’m trying to decide how much to invest into armor shred. If an enemy has 6.5k armor, 13k shred will give 5.7 times more damage but if they only have 1k armor it is only 2.4 times more damage.
Mobs don’t have any armour (or resists) by default and I can’t think of any that specify that they have armour (there are a few that specify that they have some resists and I think there’s a monolith modifier that gives resists). What mobs do have is a % damage reduction based on area level.
So if you’re doing a hit build, armour shred will always give you the % more damage dealt that Tunk’s calculator says. If you’re doing a DoT build, it’s useless.
I guess that means high values of armor shred are a wasted effort with how bad the diminishing returns are.
It depends on the opportunity cost for getting that much, yes.
This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.