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wots linear?

March 3, 2009

Well, I’m back from class. A brief rundown of what my classes on Tuesdays can be summed up as “logical analysis of statistics” a phrase, mind you, which causes Omelettez a great deal of laughter. It also gives me plenty of time to run theorycraft WAR data without my professor complaining, because technically what I’m doing is relevant to class. You see, I had been overlooking a rather large detail in regards to the recent changes to armor reducing abilities. I’ve been quiet about complaining about it recently because of this as well, but today I finally decided to run the numbers. This is going to have a bit of math, but it’s not actually that math heavy.

First you need to know how armor is computed in WAR. In WAR, as opposed to ‘that other game’ armor is actually linear, the percentage decrease in damage received increases the same going from 0 to 1 armor as it does going from 3000 to 3001 armor. The exception is the armor cap of 75%, while this can be exceeded on the character sheet (>3300 armor at 40), your armor will not reduce more than 75% of damage done.

Armor reduction = Armor / (Level * 44) * 40

This results in .0227% reduction per point of armor.

So now we need some rough numbers for Light / Medium / Heavy armor. Using Mythic’s lovely Realm War feature I checked a few characters and came up with 1200 for Light, 2000 for Medium and 3200 for Heavy. I’m aware that there are fluctuations in this, but it’s a good set of numbers to give you a rough idea of why the recent armor reduction changes are actually a very good thing.

Now next we need to find an ability that reduces armor. I’m going to go with what my Choppa’s ‘Can’t Stop Da Chop’ was reducing armor by on the PTS, which is meant to be the same as the Black Orc and other classes armor reduction abilities. Either way, it’s a good starting point and these numbers can easily be adjusted. That number was *drumroll* 600 armor. So how does that simple number change our characters assorted armor levels?

Light: 1200 -> 600
Medium: 2000 -> 1400
Heavy: 3200 -> 2600

This means a light armor target loses half their armor, a medium armor target loses a third of their armor and a heavy armored target loses a bit under a fifth of their armor. When this is translated to the armor reduction, this is the result:

Light: 27.27% -> 13.63%
Medium: 45.45% -> 31.81%
Heavy: 72.72% -> 59.09%

You might notice something cute, they all lose 13.63% reduction. Because… armor is linear. You’ll notice that taking the formula for armor and putting in the numbers 600 and 40 for armor and level results in… of course… 13.63. Yes, this is repeating, but we’re ignoring that until later, but I’ll get to that.

What I’d like to do next is present a situation where your character would take a hit for 1,000 damage. The first number is how much damage you would take before being hit by the armor reduction, the second number is how much you would take while having your armor reduced:

Light: 727 -> 863
Medium: 545 -> 681
Heavy: 272 -> 409

You might notice, when checking the damage difference, that you take 136 extra damage in all cases, except heavy armor. This is because you can not take less than 1 damage. All armor levels take 136.63 more damage. This is again because armor is linear in WAR. 13.63, but as I said before this is repeating and actually 136.63636363… So, 600 armor would reduce a blow for 1,000 damage by 136 unless the additional .63 combined with another number to add another damage. This is why Heavy armor is taking 137 more damage, instead of 136.

Now, this is the biggest part of this and is why these changes are actually good. Let’s take a look at how much of a damage increase this is against these targets. Of course, all targets are taking an additional 136 damage, but the original damage they were taking is very different which alters just how good this increase is. This percentage increase can easily be found by dividing the armor reduced damage by the original damage:

Light: 863 / 727 = 1.1870
Medium: 681 / 545 = 1.2495
Heavy: 409 / 272 = 1.5036

This means that light armor will be taking ~19% more damage, medium armor will be taking ~25% more damage and heavy armor will be taking 50% more damage.

I have a lot of trouble arguing against this type of result. I previously believed that armor reductions should be kept as percentages, but reduced to 35%. Now I’m highly against that and I believe armor reductions should absolutely be a flat number taken from armor. Again, this is because armor is linear.

For those who are worried that your squishy character will have their armor reduced to 0, let me put your mind at ease. If armor reduction was to reduce light armor from 1200 to 0, it would also be reducing heavy armor from 3200 to 2000. This means your armor would be reduced from 27.27% to 0% and their armor would be reduced from 72.72% to 45.45%. Your damage taken would go from 727 to 1,000, an increase of 37.55%. Their damage taken would go from 272 to 545, an increase of 100.36%. The old system actually reduced tanks armor to the level that light armor is at without a debuff, which increased damage from 272 to 727, an increase of 167.27% damage. That same system reduced light armor to 9.54%, which would raise damage from 727 to 904, an increase of 24.36%.

What this all means is that flat armor reductions in WAR are actually more useful against tanks than against cloth wearers, but do not cripple tanks as percentage reductions could. I really have to admit, I was very apprehensive about flat armor reductions. The saving grace is the armor system that Mythic has put in place. The effect of linear armor scaling on flat armor reductions results in an additive increase to the percent of damage a character takes. Kudos to Mythic for totally making me laugh at myself.

pancakez

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9 Comments leave one →
  1. March 3, 2009 2:05 pm

    Great info! Like you, I was concerned, but this breakdown has my mind at ease. Thanks!

  2. Omelettez permalink*
    March 3, 2009 6:07 pm

    All I read was a big block of text that said “MATH!” I wish I could understand this better =<

    Side note, your class name makes me giggle to no end. It’s like the “Composition and design” class they have for illustrators at my college *facepalm*

  3. pancakez permalink*
    March 3, 2009 6:27 pm

    FIRST YOU SMASH THEM! THEN ARMOR GIT LOW! THEN SMASH HARDER! IF HAS LOTS OF ARMOR ITS BESTEST SMASH!

    Also don’t make me talk about flipping coins again!

    Side note… or rather, on topic note, upon checking in game etc armor reductions at 40 are 618-990. That’s still less of an armor reduction to clothies than before 1.2 on average (which was roughly 780-900). The sky is not falling! Apples do if the wind is just right though. Apples of DOOM!

  4. pancakez permalink*
    March 3, 2009 7:11 pm

    Double-replying to my own post = win. Here are the numbers for armor reduction abilities with full points in the mastery (-990 armor):

    Light: [27.27% – 727] –> [4.77% – 952] –> +30.94%
    Medium: [45.45% – 545] –> [22.95% – 770] –> +41.28%
    Heavy: [72.72% – 272] –> [50.22% – 497] –> +82.72%

    There may be an argument that -990 armor is a bit high, but these numbers are still much more reasonable than the results of percentage based armor reductions in Mythic’s armor system.

  5. tarisai permalink
    March 4, 2009 9:04 am

    wait wait, i can do this…

    fuuuuuuuuuuuuuuuu. me eyes! they bleed!

    what i’ve taken away from this is: squishies stay squishy – tanks get a little more gooey.

    that right?

    😛

  6. March 4, 2009 4:43 pm

    But…but…I don’t CARE that the damage to tanks increases by 100% in the event of a catestrophic -1200 armor. They still only take 545 damage, while I am taking 1,000. Right?

    I don’t disagree that the percentages are higher (because it’s mathz), but my WH still takes more damage and dies faster. How is that a good thing?

  7. pancakez permalink*
    March 4, 2009 5:22 pm

    The comparison you may be missing is that before debuffs you will take 167% more damage than a tank, but after debuffs you will only take 91% more damage. The point is, even in the worst case scenario both parties will only be taking an additional 272 damage. The argument here is not that the current -990 armor is the perfect number, but that the flat armor reductions are the best solution for both tanks and squishie alike.

  8. Riffraff permalink
    March 4, 2009 9:19 pm

    I agree with the maths – I too, had done similar statistical investigations.
    However, as a Zealot with 1100 armour (full sentinel) the main concern is:
    Single-use ability that strips away that armour makes me a lot more fragile than an ability that had to be stacked and did 25% + 12.5% per application (“Wot Armour” and equivalents). The need to stack extra applications was a chance to survive, now that survival chance is tiny.

  9. pancakez permalink*
    March 4, 2009 9:59 pm

    Only the Black Orc had to stack their ability, all other classes already got the full effect on a single use. The only possible exception was a foolish Ironbreaker using Stonebreaker at low Grudge, which is pretty silly to start with. With 1100 armor, all you’re losing over the old system is 385 armor and only because Ironbreaker has an ability in Stonebreaker that is, as usual, much better than the other comparable abilities (-1600 armor last I checked)… otherwise all you’d be losing 275 armor.

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