
Originally Posted by ALEXTREBEK
I do not mean to come off snidely when I say this, but what you are saying here, Maraudor, is not exactly the truth - and, if I may input, actually quite possibly misleads the average reader of this thread. Building on this, I made a post in response to this already, to quickly rehash it however, I'll just say this:
In all matters of correctly assessing the situation: The amount of physical damage reduced by Armor and the amount of HPS necessary to keep a Tank alive in relation to this amount is, and has always been, directly proportional to the amount of Damage Reduction from Armor you have, and not Relative Damage Reduction.
In addition: Armor does not suffer from "basically negligible" diminishing returns, it suffers from serious and profound diminishing returns as a function of reducing incoming physical damage.
However: Armor more or less does not suffer dimishing returns in its ability to increase your survival time without heals, which is the only accurate case in which Armor functions relatively.
(Anyways, personally I am actually a fan of your thread on these forums, but I would like to see that this slight error (or whatever you want to call it) be fixed. =)
All the best,
Alex, Blunted, XI, etc.
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Uh no?
98% damage, 1% increase in armor, is a 50% decreasing in healing required.
99% damage, 1% increase in armor, is an infinite decrease in healing required.
How is that at all 1% better?
It requires 2% less healing (or -2% HPS) at 51% armor than 50% armor. You agree with that right?
With all due respect, you're using a rather inane system of absolutes to redefine what is already defined clearly in this article, and everyone understands fully what you're stating on the DnT website where you're ripping me a new one for basically "stealing all this stuff" and "not contributing anything original." Even more amazing is people think the proposition is somehow complicated. The reality is your post here or there isn't contributing anything original either. In fact it is deconstructing the entire point of the armor post, which is to stop Joe-Tank from thinking absolutes mean something.
Conquest :: View topic - Warriors: There is no Armor "cap".
"Oh I went from 50% to 75% armor, I've made linear/equivalent gains since 25% armor, I need linear/equivalent less healing since 25% armor"
That kind of shit occurred enough to make this point said here.
Xi, "Actually the absolute healing per second on any particular fight will decrease the same as if you went from 0% to 25% as 50% to 75%"
"And how does that affect anything, I care only about my improvement." <-- This is what matters.
We know that 1% damage reduction at any point reduces the value of damage by a set amount - but it is the relative difference that makes things meaningful. We don't exist in the 0% world, we exist at our own improvement point. When we're working on a pure melee mob, at 90% avoidance, and get 1% more dodge, our healers have to heal 10 times less hard. Sure the absolute value goes down 1% over some imaginary baseline that never existed, by a linear amount, but its 10 times less healing on what is already a huge amount. That is what matters, THAT is what is honest, not what you're writing to the fanboys. That is the definition of RELATIVE damage reduction - the very name implies understanding that this is a relative gain from two mid-line points - and is expressed as a percentage.
This is why avoidance is so off the chart, and is the whole point of the armor discussion. This discussion was said and done years ago, and isn't a new point.
As for the rest, there are graphs that show the inverse exponential return on armor values - the graph shows the data exactly, and the quote is from Itzlegend, which is still reasonable as the devaluing of ~X^2 or so is pretty clear. Armor is a good purchase price for what you get within the working realm. Quoting from the original post "Including these infinitesimal points due to calculus actually makes the math for calculating relative DR worse by *about* a square factor." A square factor is a big deal obviously, but Itzlegend's point was not over small gaps.
Summary:
Each point of avoidance, and armor (in %) becomes exponentially more important than the point prior...
period.
PS: my website is down, so the graphs are also. It will probably be back up later on this week.