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Blizzard's Armor System

09-23-2007, 11:23 AM#1
Tide-Arc Ephemera
Blizzard's *retarded* armor system works by...

Code:
Ar = Armor Reduction Scale (e.g 0.06 in the default)
Aq = Armor qunatity (e.g 7 armor)
(Aq x Ar)/((1 + Ar)/Aq)

Or something like that.

Is there a number that would give you a 1-for-1 reduction?... short of using lots of abilities and/or triggers.

e.g 1 armor = 1 damage reduction

I tried using the number 1. Didn't work. Using 2 isn't much better.
09-23-2007, 11:46 AM#2
cohadar
That formula is not correct.
(Aq x Ar)/((1 + Ar)/Aq) == Ar/(1 + Ar)
witch is simply wrong
09-23-2007, 11:46 AM#3
Anitarf
You would need to trigger armour effects in order to get flat damage reduction.

Well, either that, or just use hardened skin based abilities.

Either way, you can't get the armour tooltip to actualy display this info correctly.

Quote:
Originally Posted by cohadar
That formula is not correct.
(Aq x Ar)/((1 + Ar)/Aq) == Ar/(1 + Ar)
witch is simply wrong
No, you're wrong. I'll let you figure it out yourself.
09-23-2007, 11:52 AM#4
cohadar
Oh my bad.

Formula is written in idiotic way
(Armor x Scale)/((1 + Scale)/Armor)


I propose this:

(Scale * Armor^2) / (1 + Scale)

EDIT:

humm, this formula is also not correct,
for 43 armor you get 110% dmg reduction with this witch is impossible.
09-23-2007, 12:01 PM#5
Tide-Arc Ephemera
@ Cohadar
I really couldn't give a crap, as long as the formula is effective. No matter how it is written, it will work. Heck, it could be something so user unfriendly that as long as it worked, it's fine.

@ Anitarf
Ah, kay... thanks for that. Time to make 1 ability with like 50 gazillion levels.
+Rep
09-23-2007, 12:02 PM#6
Captain Griffen
1 armour == 0.06 extra effective HP (or whatever the number is).
09-23-2007, 12:14 PM#7
cohadar
Some people just don't know the math....

Damage Reduction or Increases for Armor:
For positive Armor, damage reduction = ((armor)*0.06)/(1+0.06*(armor))
For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores.
09-23-2007, 12:18 PM#8
Tide-Arc Ephemera
Are you by any chance Bonar712 from the Island Defense forum? Because he posted that exact thing somewhere... and I was confirming what he said here because there are people more experienced about it here.
09-23-2007, 12:37 PM#9
cohadar
No but I am Cohadar who knows how to use google:
http://www.battle.net/war3/basics/ar...pontypes.shtml
09-23-2007, 12:38 PM#10
Pheonix-IV
Btw Griffon, spells go through armour.

And yes, armour is an asymptote with the equation ((AP)*0.06)/(1+0.06*(AP)) while negative armour is a different equation of 2-0.94^(-AP).
09-23-2007, 01:11 PM#11
cohadar
@Tide-Arc Ephemera

If you use 0.02 as scale damage reduction is almost linear for armor values between 1 and 50
(at 50 armor you will have 50% dmg reduction)

Hidden information:
Collapse JASS:
1    1.960784314
2    3.846153846
3    5.660377358
4    7.407407407
5    9.090909091
6    10.71428571
7    12.28070175
8    13.79310345
9    15.25423729
10    16.66666667
11    18.03278689
12    19.35483871
13    20.63492063
14    21.875
15    23.07692308
16    24.24242424
17    25.37313433
18    26.47058824
19    27.53623188
20    28.57142857
21    29.57746479
22    30.55555556
23    31.50684932
24    32.43243243
25    33.33333333
26    34.21052632
27    35.06493506
28    35.8974359
29    36.70886076
30    37.5
31    38.27160494
32    39.02439024
33    39.75903614
34    40.47619048
35    41.17647059
36    41.86046512
37    42.52873563
38    43.18181818
39    43.82022472
40    44.44444444
41    45.05494505
42    45.65217391
43    46.23655914
44    46.80851064
45    47.36842105
46    47.91666667
47    48.45360825
48    48.97959184
49    49.49494949
50    50  // <---------- values below this line are extremely non linear
51    50.4950495
52    50.98039216
53    51.45631068
54    51.92307692
55    52.38095238
56    52.83018868
57    53.27102804
58    53.7037037
59    54.12844037
60    54.54545455
61    54.95495495
62    55.35714286
63    55.75221239
64    56.14035088
65    56.52173913
66    56.89655172
67    57.26495726
68    57.62711864
69    57.98319328
70    58.33333333
71    58.67768595
72    59.01639344
73    59.3495935
74    59.67741935
75    60
76    60.31746032
77    60.62992126
78    60.9375
79    61.24031008
80    61.53846154
81    61.83206107
82    62.12121212
83    62.40601504
84    62.68656716
85    62.96296296
86    63.23529412
87    63.50364964
88    63.76811594
89    64.02877698
90    64.28571429
91    64.53900709
92    64.78873239
93    65.03496503
94    65.27777778
95    65.51724138
96    65.75342466
97    65.98639456
98    66.21621622
99    66.44295302
100    66.66666667
09-23-2007, 01:22 PM#12
Anitarf
Quote:
Originally Posted by cohadar
If you use 0.02 as scale damage reduction is almost linear for armor values between 1 and 50 (at 50 armor you will have 50% dmg reduction)
Quote:
25 33.33333333
You have an odd definition of the word "almost"...
09-23-2007, 01:24 PM#13
cohadar
Well of course the greatest divergence would be at 50/2.

Almost is still better than nothing is it?
09-23-2007, 09:52 PM#14
cohadar
Aaaaaaaaaaaa, blizzard is so full of idiots.

Lets look at those formulas again shall we:
For positive Armor, damage reduction = ((armor)*0.06)/(1+0.06*(armor))
For negative Armor, it is damage increase = 2-0.94^(-armor)

ok so a smart man would assume here oh 0.94 + 0.06 = 1

so if I put factor to be 0.02 instead of 0.06
negative reduction will be calculated as 1 - 0.02 = 0.98

but noooooo, some idiot decided to hardcode that 0.94
so it does not matter how you change your scale factor it will only affect positive damage reduction,
negative damage reduction will on the other hand always use the same formula.

If I had physical access to the man who did this I would break all his fingers
so he would not write idiotic code ever again.
09-23-2007, 09:56 PM#15
Anitarf
It's not idiotic. It's just not made with modding in mind.