so i keep hering resistance is not very useful compared to armour so when it comes to gaming shuld i gem armor over resistance?
Yes. Treat resistance as if it doesnt exist.
Skull gems are best in your jewelry because Armor provides damage reduction for all types of damage. Donât ignore resistance, just donât bother with Diamonds or resist affixes. The truth is that Neither Armor nor Resistance is good for reducing âmagicâ damage. Only half of your armor value is applied to âmagicâ damage.
So the game says that initial damage received goes through armor then it goes through resistances.
In my example, I have 62% damage reduction from armor and say 30% fire resistance. The total damage resistance (simplified) would be 73%. If they worked it the other way around Resistances > Armor, then it would be around a 57% damage reduction.
The quick answer is to use high level skulls on jewelry as resistances arenât that impactful relative to armor ratings.
Where does it say that?
The best survival stat is Dodge Chance. If you donât get hit, you donât take any damage!
Right in the stats, when you mouse over armor it will tell you it is applied to magic damage (nonphysical) according to your âarmor contributionâ while armor contribution is right next stat after as far as I know it is always 50% and atm nothing can change that.
Thegamer explains it like this.
Against an elemental hit, your damage mitigation is split between your armor and resistance values. Letâs say that you take 100 fire damage and have 50% armor and 40% fire resistance. The game will cut both values in halfâ25% armor and 20% fire resistance, respectivelyâand then reduce the incoming damage by that amount. You should take 65 damage.
Iâll have to check on that.
In either case, because all damage received goes through armor first it just makes more sense to stack armor. In what youâre saying, the damage from magic is 50% armor reduction * Resistance%.
By my math, it should be 60.
75 damage from armor - 15 damage from resistance on remainder
Huh? Multiplication is commutative. (1-.62)(1-.3)=(1-.3)(1-.62)=.266 so you would get 73.4% total DR either way. But this isnât how it works - it takes half your resistance value (so 15) and adds half your armor DR (so 32) so you would only have 47% DR against that element.
Resistance bonuses are weak once you get to higher world tiers because it calculates base resistance first by multiplying the DR, then it reduces that value by 40%. So if you have two source of +40% resist, you get .6*.6=.36 damage taken=64% base resist (the amount shown on WT2). This works correctly, with the second source actually reducing your damage taken by 40%. But on WT4, it would be reduced to 38.6% resist. So that second source would take you from 24% to 38.6%, which is only a 20% reduction in damage taken.
The higher your resist gets, the worse that difference becomes, so adding more sources of resist becomes pointless.
That said, if you are facing enemies way above your level, armor also becomes far less effective. I wish we had a 3rd option for gems on jewelry.
I donât know how they got to 65 either.
It would be 55, they just subtracted wrong. 25%+20%=45% less damage.
That is assuming it is working off the initial damage value and not based off an intermediate value. My understanding of the tooltip was it went through armor first and then resistances. In either case for this example, same result. The math I did was 62% of initial + 30% of the remaining 38% which comes out to 73.4%.
.62 + (1-.62)(.3) = .734
If I use the 50% magic adjustment then Iâm coming up with ~.414 (roughly 56% less damage reduction)
Every 1 str = 1 armor. Every 20 int = 1 res all.
Itâs not hard to figure out which one you should prioritize.
If it works off the initial value, then it is adding them together, if it works off the intermediate value, then they are multiplying. Either way, the order doesnât matter.
The tooltip says that half your non-physical resistance comes from armor and half from resistance value for the element. So divide armorâs DR by 2, divide resistance DR by 2, add them together.
Thatâs not at all how it worksâŚ
I just tested this with a calculator. When youâre dealing with multipliers, it doesnât matter which order theyâre applied in.
So looking at the tooltips from the game the math looks like this to me:
[(armor reduction / 2) + (resist reduction / 2)]
The tooltip is saying half from armor half from resists. I really donât think itâs multiplied together, but I donât have a way of seeing actual numbers.
Looking at my character I have 5300 armor for 63% phys reduction (level 64) and 50.8% fire resist with 25.4% going to incoming non-phys attacks.
(.63 / 2)(.254) = 0.08 (8% damage reduction from fire attacks)
If instead I do
(.63 / 2) + 0.254 = .569 (43.1% damage received; 56.9% reduction)
(.63 / 2) (1-.254) = .235 (23.5% damage received; 76.5% reduction)
Huge difference in the outcomes.
Then you have to account for the Damage Reduction stats. All Damage Reduction is applied after the initial calculation from armor and resists.
The more I think about this, every 10% resist reduces non-physical damage by 5%.
What are you talking about? Thatâs not how math works. If there are 6 slices of pizza, if I take 1/2 your pizza and then 1/3 of your pizza you have 2 slices left regardless of order. I can take 3 pieces and then 1 piece, or I can take 2 pieces and then 2 pieces. Either way you have 2 left.