From the patch notes: Physical Damage calculation against Damage Reduction now caps at level 100 I am unsure what the statement means. Currently armor cap is higher based on the higher the enemy level. Not sure how this works.
You literally described how it works.
right here. We will need less armor overall than previous seasons, because it caps earlier.
You got it!
It means 9230 armor will give you 85% physical resistance DR even when facing monster level 10,000.
So…
Now: Armor Scales off of Character level
vs
Previously: Armor Scaled off of Monster Level
Yes?
This does seem a bit too easy to me. Have to see what armor numbers are on stuffz.
Looks like juggernaut + natural armor from items is enough, no need to masterwork or stack armor %. Too easy for my taste.
Juggernaut was bossy but I really hated that extra time to evade on sorc.
But freeing up an aspect slot by masterworking / using a couple affixes could be a good trade off.
This change doesn’t make much sense. The Juggernaut’s aspect gives 6k armor and we have the disobedience aspect. At level 40 I get the armor ceiling.
It’s okay that the information in the character’s sheet was not useful, requiring spreadsheets or websites to obtain the correct armor to face enemies.
of pit 145.
Now health and damage reduction is what matters.
I think its too low as well. Have to see in practice. Saving 1-2 aspects and hitting cap with masterworks might be way to go.
An armor cap of 9230 is great. I can finally get rid of the Juggernaut crap and put in a more fun aspect. Good deal
I hear DR items in S4 are going to be super scarce.
If I am not mistaken, damage reduction from close and burning will be removed from gear. However, HP is going up. I suspect that we will be more survivable against current current content, with pit level 55+ is where survivability will take a nose dive.
I think its fine. Just messing with a character calculator for season 4, it’s still a bit frustrating to see all your gear maxxed out the way you want it and still not be armor capped or resistance capped. You still have to make offensive sacrifices or you won’t be capped on things.
This is why it’s an intentionally low bar. It’s all about trading an aspect for affixes/paragon/skills. Early theorycrafting based on possibly flawed PTR data suggests some builds may go one way and some another.
They’re trying to find a balance whereby there is choice in how you accomplish a task. I don’t think they’ve gotten there, personally, as I think some classes are just trading damage reduction for life but that’s the attempt they’re making and they’ll keep adjusting based on how things go.