Armor/Resists Mechanics

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    BlackDespondency

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    Armor/Resists Mechanics

    Post by BlackDespondency on Thu Sep 13, 2012 8:47 am

    Ok, so I've been working on making my character and currently I'm sitting on a stack of souls debating where to put them. And depending on what I can figure out will help me decide what I want to do. What I'm curious about is the way damage works in this game when it hits you through one armor value and the other.

    Say you have 400 physical defense, how much better is the 400 defense as opposed to having 200 defense? Does an attack do 500 damage, and when hitting 400 armor only do 100 damage? I'm curious if there is a formula for how it works for armor values, and if at a certain point going from 380-450 is really worth the effort. I've seen in some games that the standard formula for armor is 100 / (100 + Armor) which means that if I have 400 armor I'd be taking 20% damage or 80% reduced damage.

    Tl;dr Looking for a formula to see how effective armor/resists are in game.
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    Re: Armor/Resists Mechanics

    Post by Forum Pirate on Thu Sep 13, 2012 2:20 pm

    We dont have the formula unfortunately but there are tests. Give me a bit, I'll try to find them.


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    Re: Armor/Resists Mechanics

    Post by Forum Pirate on Thu Sep 13, 2012 2:25 pm

    http://soulswiki.forumsrpg.com/t4295-attack-rating-vs-real-damage-analysis-of-defense?highlight=real+damage

    there, found it.

    The actual worth of the defense is up to you, but I stop caring at 350+ physical defense and focus on other defenses/stats


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    Re: Armor/Resists Mechanics

    Post by DoughGuy on Thu Sep 13, 2012 7:43 pm

    After around 300-350 defense the benefits of it drop off due to its logarithmic nature of damage blocked. So highish defense is good, but go too much over that and you are wasting it.


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    Re: Armor/Resists Mechanics

    Post by BlackDespondency on Thu Sep 13, 2012 8:51 pm

    I read through that entire topic and the end result is that nobody has any idea what the values really mean other than bigger = better, lol.

    On point to their tests though they should take naked characters and get them to flat 100 armors and test the same weapon against them with +0/1/2/3/4/5 then try it on a character with flat 200 armors with the exact same weapon's +0/1/2/3/4/5 try with 300 armor... you get the idea, to at least try to get the same base numbers. They mentioned different weapon move sets might deal different damage based solely on the weapon alone which is possible, which could be identified by finding two weapons with the same damage(base).

    Hell using dragon weapons might actually be great to use to test damage between weapons since they do flat physical damage regardless of strength.
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    Re: Armor/Resists Mechanics

    Post by BLA1NE on Thu Sep 13, 2012 10:41 pm

    We would have needed to perform more specific tests after that one, but our collective laziness outweighed our interest in obtaining a formula!

    Defense is subject to diminishing returns, though. So if you're deciding between more defense, or something else, you need to figure out just how much defense is enough for you, and at which point the returns aren't worth it. Maybe for you it's 300, or 350, etc. It depends what the alternative is, really.


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    Re: Armor/Resists Mechanics

    Post by DoughGuy on Thu Sep 13, 2012 11:13 pm

    Joe and I played around with the numbers for about a day, trying to get a working formula but nothing came of it. Then he took a break from the forum and I kept promising I'd get to it tomorrow silly


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    Re: Armor/Resists Mechanics

    Post by BlackDespondency on Fri Sep 14, 2012 2:23 am

    would be good to see where to dump everything, but Oh well. Once I can actually get a live membership I might be able to work on some of this on my end, until that point I'm at the players mercy.
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    Re: Armor/Resists Mechanics

    Post by ICEFANG on Fri Sep 14, 2012 2:26 am

    I would happily help with testing, if you wanted to see stuff on PC


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    Re: Armor/Resists Mechanics

    Post by Siegfried. on Fri Sep 14, 2012 2:29 am

    I was lurking the GameFAQs forum one day and found a topic about this. No idea where it is now.

    But as far as I could gather, the proposed formula goes like this:

    Damage = (Attack Rating/(0.1*Defense)) - (0.5*Defense)

    What this essentially means is that 10% of your defense stat is the percentage reduction on damage, so 300 defense reduces damage by 30%. The second part is the flat reduction, and tells us that half your defense gives us that value. Using the example above, the 300 defense would give us a 150 flat reduction as well. So, in total, 300 defense is theoretically worth a 30% damage reduction minus an additional 150 damage.

    If that formula is correct, of course. There's every chance it may not be, so take it with a grain of salt.

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    Re: Armor/Resists Mechanics

    Post by BlackDespondency on Fri Sep 14, 2012 2:57 am

    ICEFANG wrote:I would happily help with testing, if you wanted to see stuff on PC

    Don't own the PC version, only xbox version of the game, and I current don't have an xbox live membership so I'm currently SOL on my own testing.... actually I might be able to do some work based on getting hit in my current game by monsters. lol
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    Re: Armor/Resists Mechanics

    Post by ICEFANG on Fri Sep 14, 2012 2:59 am

    I wouldn't worry about testing it without the patch/PtD, as it may change (some players are reporting different damage with some weapons, but the same AR, armor may have changed)


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