Yeah, I was looking at the wrong classes armor set, adjusted my above post. But... Lets take the cloth armor class then.roadkillrobin wrote:Cloth armor is 1200 man.
It's around 3200 if you max out armor in every possible way.
1200 armor -> 3200 armor.
1200 - 1400 = 0%. So he takes FULL damage regardless of ARP.
3200 - 1400 = 1800, which I dont have numbers for but should be ~38%? - 20% ARP = 30.4% mitigation.
So it gets even WORSE.
CURRENT:
6000 HP @ 30.4% mitigation = 8,620 EHP.
vs 6000 HP @ 0% mitigation = 6,000 EHP (So armor increased this by 43.6%!!!!!)
= 2.6k HP difference = 260 Wounds!!!
NEW:
1200 - 1400 = 0%. So he takes FULL damage regardless of ARP.
3200 - 1400 = 1800, which I dont have numbers for but should be ~38%? - 20% ARP = 18% mitigation.
6000 HP @ 18% mitigation = 7317 EHP
vs 6000 HP @ 0% mitigation = 6000 EHP (So armor increased this by 21.6%)
= 1.3k HP difference = 130 Wounds (Which you can almost get with 5 talis ANYWAYS) So... it makes armor more "on par" with every other stat....
Now, if this makes things too squishy, this is where you can start beefing up OTHER things but this brings armor inline with other stats TO be able to beef them up.... Frankly.. Seeing these numbers a light armor player can largely ignore armor pots/talis/buffs as after a max debuff AND decent ARP... the player will cut them down to a LOW% anyways which you can get jus tas much EHP from other stats - which is the GOAL of this: Bring Armor into line with other stats.
This math just proves it does just that!




