This is the way armor works in the current version in the game, the soft cap is 3300 which is 75% damage reduction. Anything past that start to act as a buffer against armor debuffs and armor penetration.Fey wrote: ↑Tue May 12, 2020 12:34 am Can someone explain the spreadsheet results as if I'm a hugh-mon being? If i'm a zealot approaching Sov. should I bother slotting 164 armor talis? I'm not Hugh Hefner's ghost after all.
I was a wounds-tali-on-healer person until I allowed myself to be convinced of armor's effectiveness. Should I dis-abuse myself of that notion? Use more hyphens people.
For example, If I have 5000 armor and 8% ignore armor pen, and I go up against a enemy with 40% armor pen. My effective armor after calculating his armor pen would be 5000 * (1-(40%-8%)) = 3400, which still the over the armor cap, meaning I will still have the max 75% damage mitigation against him and his armor penetration effectively had zero affect on me. Even up against slayers while having WL armor debuff, it still offers a pretty good mitigation.
5000 armor is obtainable on tanks and doks/wp. However on zealots, The absolute max armor you can get with Sov + 8x 180 talis + 825 armor pot + wind impervious is still only around ~3700. That is only 400 armor over cap, not a very big buffer against armor debuff/armor pen. Your damage mitigation can be easily reduced from 75% to ~20% by debuffs/armor pen. In most cases wound will give you a higher effective HP which might just buy you enough time to force a target switch.