Armor Penetration

Armor Penetration



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Armor Penetration

This includes items and quests that can no longer be obtained or are now deprecated.
The in-game information in this article is kept purely for historical purposes.

elitistjerks.com  [RAID] Boss armor values, post #35
rehfeld.us/wow  Armor Penetration Damage Increase Calculator (accuracy not verified)

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Armor penetration (abbreviated armor pen or ArP ) is a value indicating the percentage of armor that is ignored by physical attacks. In Patch 4.0.1 armor penetration rating was removed from all items as part of Blizzard's effort to "simplify statistics" for Cataclysm . [1] Armor penetration rating that was on items prior to Patch 4.0.1 was converted to critical strike rating or haste rating depending on which stat was not previously present. Percentage-based armor penetration is still present in a few passive and active abilities.

The following passive and active abilities reduce or ignore a target's armor:

None of the 4% armor debuffs stack with one another.

Armor penetration is a rating system that affects a percentage of armor ignored. This means that upgrades scale more cleanly with all bosses but has a side effect of becoming less useful on low armor ones.

The conversion rate is about 7 ArP = 1 ArP rating. So if you had 1000 ArP, you now have 142.8 ArP rating. In the past, this would have been a 6% gain on a 15k armor foe and a 12.5% gain on an 8k armor foe; at level 80 it now gives a 9.2% gain to both targets.


Since some talents operate on percentages such as Mace Specialization , they operate onto the already existing modifiers. Instead of ignoring armor from the base value of the target immediately, it takes into account the effects of [ Sunder Armor ] , [ Expose Armor ] , [ Faerie Fire ] , [ Curse of Weakness ] , [ Sting ] , and [ Acid Spit ] and then does a post operation of the value when it calculates mace specialization and piercing shots.

In addition, what this entails for percentage based ArP is that the higher the armor the greater the ArP raw value and the lesser the armor the less ArP raw value. That is to say, percentage based ArP suffers diminishing returns for heavily sundered units in terms of raw ArP value, especially for those with very low armor value.

Now everything operates in percentages and stacks additively in two categories: Debuffs and personal Armor Penetration. The two categories stack multiplicatively with each other.

Armor penetration will increase non- Bleed physical damage by a percentage significant for virtually every target, however, for lightly armored targets it is less effective in the damage it provides.

From the perspective of a warrior, because armor penetration increases damage, he will get a moderate gain in rage generation as a result of higher armor penetration. Also, armor penetration causes the warrior to increase [ Execute ] damage.

Opportunistically, from a PvP point of view, a warrior may apply fewer stacks of [ Sunder Armor ] , assuming they have a higher armor pen than usual, because they have a head start on armor ignored. Or they may choose to boost the sustained damage further by a significant percentage by applying more stacks.

To effectively neutralize or counter the effectiveness of armor penetration one could simply increase their armor value in combat time with drinking potions such as   [ Indestructible Potion ] , changing to [ Bear Form ] or [ Moonkin Form ] , equipping a Shield , dropping a [ Stoneskin Totem ] , casting [ Inner Fire ] or [ Devotion Aura ] , or speccing in [ Thick Hide ] . You can also enchant your gear with armor. For example: Enchant Cloak - Mighty Armor to counter armor pen. In short, armor penetration is really only countered by more armor.

Okay, here is a fairly technical explanation we put together for how armor pen works.

We didn’t want Armor Penetration Rating to be too powerful against low armor targets, like it had been in BC. We also didn’t want Armor Penetration Rating to be too powerful against high armor targets.

So, we decided on a system where there is a cap on how much armor the Armor Penetration Rating can be applied to. So, the first X armor on the target is reduced by the percentage listed in the Armor Penetration Rating tooltip, and all armor past that X is unaffected. Another way of understanding that is we multiply the percentage in the tooltip times the minimum of the two values: the cap, and the amount of armor on the target after all other modifiers.

Computing the cap is a little tricky unless you are already familiar with how World of Warcraft armor works. There is an armor constant we’ll call C. C is derived as follows (in some pseudocode):

For a level 80 target, C=15232.5. For a level 83, C=16635.

The cap for Armor Penetration then is: (armor + C)/3.

A level 80 warrior creature has 9729 armor. C=15232.5. So, the cap is (9729+15232.5)/3=8320.5. Let’s say a player has 30% armor penetration from armor penetration rating and no other modifiers that complicate the calculation (talents, Battle Stance, Sunder Armor, etc.). The game chooses the minimum of 8320.5 and 9729, so 8320.5. That is multiplied by 30% = 2496.15, and so that much armor is ignored. The effective armor on the target is 7232.85 (9729-2496.15). From a player point of view, the armor penetration rating didn’t ignore the full 30%, but instead ignored 25.66%. (85.5% as effective as expected).

These equations should help you be able to test and verify that Armor Penetration Rating is working correctly and as we designed. The tooltip is not actually inaccurate, as it states: “Enemy armor reduced by up to 30.00%.” That "up to" is key.

Please be sure to test without any other effects which modify the armor calculation (Battle Stance, Sunder Armor, Mace Specialization, etc.) as they may involve other systems that add additional complexity to the calculation.

The formula for the Armor Penetration cap can be simplified to ArPcap = (935/6)*x + y/3 -44335/6 , where x is the target level and y the target armor. Then effArmor = targetArmor - ArP * min{ targetArmor, ArPcap} as explained above, with the Armor Penetration ArP of your character. ArP is given, lately changed in 3.1.2, [2] by the formula ArP = min{ 1,(Sum ArPcontributions)%} .

Calculating the ARP it's done in 2 parts:

First up - the debuffs. These reduce your target's initial armor. For example, if your target has 10k armor and it gets 20% sunder, its armor would be 8k. The debuffs stack additively, so [ Faerie Fire ] will stack with sunder, totaling a 25% reduction on the target, taking it to 7.5k armor.

Second, comes the formula GC provided, you grab the armor after the debuff calculation and to that armor you apply the formula (armor + C)/3 . Using the same example as before, lets say the target is level 80, so C=15232.5, now calculate (7500 + 15232.5)/3 = 7577.5. This makes the target's armor lower than the result, meaning that each 1% removes 75 armor and you are hitting a 0 armor target on the 100% ARP get. The ArP "buffs" (items, stances and such) stack additively too, meaning that 90% ARP on battle stance for a warrior would mean a 100% ARP final.


Armor penetration | League of Legends Wiki | Fandom
Armor penetration - Wowpedia - Your wiki guide to the World of Warcraft
WotLK [Guide] The in-depth Armor penetration guide for Fury warriors 3.3.5
Armor Penetration - Global wiki. Wargaming.net
Armor Penetration :: League of Legends Wiki :: MOBAFire



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WotLK [Guide] The in-depth Armor penetration guide for Fury warriors 3.3.5









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Basasjoblu



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Bensten



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Basasjoblu



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Hello there, thanks for your reply.

About the constant you mentioned, different sources say different things. The
compendium from Elitist Jerks uses 15232.5, and Landsoul's does the same.
I looked the code up in Trinity and it seems like it does base the constant on
the boss' level (so 16635) . I'll try to test it and change everything accordingly.

It seems weird to me a source like EJ would make such a big mistake.

For the battle stance, I'll remove that part.



DarkenedHue



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Great stuff :D.

Arp is an extremely unintuitive concept for most players. Something like 9 in 10 fury warriors I come across in pugs don't stack sunder armor, and a good number of those are convinced there's absolutely no need to. Real shame because the 20% armor reduction is like the biggest raid debuff available to most physical DPS classes.



Joltie



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Great stuff :D.

Arp is an extremely unintuitive concept for most players. Something like 9 in 10 fury warriors I come across in pugs don't stack sunder armor, and a good number of those are convinced there's absolutely no need to. Real shame because the 20% armor reduction is like the biggest raid debuff available to most physical DPS classes.

DarkenedHue



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Here are the main conclusions from the guide:
• 1400 ArP rating is the hard cap.
• Every boss has 10643 armor
• 80% ArP + Sunder Armor is NOT 100% ArP. Sunder always gives an dps increase on bosses
• ArP does NOT apply to all of the armor a boss has, only a part of it
• You can only reach 0 armor with 100% ArP AND Shattering throw AND Sunder Armor/Expose Armor
• Bleeds are NOT affected by armor (and thus not by ArP)
• In general, your ArP gets worse on high armor targets (against common thought)
Hello there, thanks for your reply.

About the constant you mentioned, different sources say different things. The
compendium from Elitist Jerks uses 15232.5, and Landsoul's does the same.
I looked the code up in Trinity and it seems like it does base the constant on
the boss' level (so 16635) . I'll try to test it and change everything accordingly.

It seems weird to me a source like EJ would make such a big mistake.

For the battle stance, I'll remove that part.

hebe



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I still dont get this lol, please some one answer clearly.

a warrior completely ignoring ARP and going full STR, VS a 80% arp warrior with same gear
Assuming the 1st warr has 2600STR and 30%arp unbuffed and the other has 2100STR with 80%arp
who would get a higher recount/bigger numbers on screen?



Qtinz



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I still dont get this lol, please some one answer clearly.

a warrior completely ignoring ARP and going full STR, VS a 80% arp warrior with same gear
Assuming the 1st warr has 2600STR and 30%arp unbuffed and the other has 2100STR with 80%arp
who would get a higher recount/bigger numbers on screen?

Fluffybully



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Bump for all the pleb warrs, who still don't know why am yelling in rejds for sunder armor.



Gnimo



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1360 armor pen + 40 strength / agility / attack power
vs
1380 armor pen + 20 strength / agility / attack power
vs
1400 armor pen + 0 strength / agility / attack power

Which one deals most DPS overall and why?

I saw some interesting things on forums nowadays about this so i want to know which one are true.

Strength / Agility / Attack Power, depending on which class we are talking about.
Strength for DKs and Warrs, Agility for Hunters, and so on... If u get what i mean...



DarkenedHue



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Gnimo



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Kidpachi



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So I'm wondering if most of you are also like..
Read read read... understand understand understand..
*Math formula**.. comprehending...... loading.. skipping... skip skip skip...
*Graphs* staring... comprehending...... loading.. stare stare stare...
then read read read..



Beanlord



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So I'm wondering if most of you are also like..
Read read read... understand understand understand..
*Math formula**.. comprehending...... loading.. skipping... skip skip skip...
*Graphs* staring... comprehending...... loading.. stare stare stare...
then read read read..

Jakkre



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• In general, your ArP gets worse on high armor targets (against common thought)












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