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Armor Penetration, hidden buff to Warriors?Follow

#1 Oct 09 2007 at 2:18 PM Rating: Excellent
Read this article first:
http://www.gameriot.com/blogs/WoW-Mechanics/Armor-Penetration-Breakdown/

So I'm posting here because it's well know just how easy it is for a good warrior to shut us down or damn right kill us despite our healers' best effort.

It's also widely accepted that Warrior do a lot better in Arena then Rogues.

Here's hoping Leather arena gear has a lot more armor penetration then Plate... but I somewhat doubt that'll be the case.

So next Season, look forward to Warriors that kick your *** even more and still kill your casters faster then you kill them.

This make me a sad panda. :(

Then again, the 2.3 leveling change means it might be a good time to level my lil gnome alt :(



I dimly remember an argument where rpzip (I think) showed us that EA (and thus, other armor reduction mechanism) were just as good, if not better, on high armor target... I'm kinda hoping you can dig out those maths again zip, because this isn't looking good :(
#2 Oct 09 2007 at 2:21 PM Rating: Good
Check PMs.

It's more or less a buff for all melee, actually. Armor Penetration works best on low-armor targets... which means that Warriors will get a marginally better increase out of it in a Warrior vs. Rogue duel, but both Warriors and Rogues will kick the everliving crap out of a clothie... even more so than they do now. Those pain in the *** Warlocks/Mages/Priests should be dropping a lot faster now.
#3 Oct 09 2007 at 2:25 PM Rating: Decent
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Warriors are going to own us harder, SL Locks are no longer going to be unstoppable killing machines.

A slight imbalance on something that was already skewed, but an improvement in many other areas. I think I can handle that.
#4 Oct 09 2007 at 2:27 PM Rating: Excellent
Cloth Armor is getting 910 extra armor on S3. We're getting less then 910 Armor Penetration.

So given full Gladiator gear - caster won't really go down faster, you'll need the Armor Penetration in order to keep a similar killing rate.

That being said, fighting people who don't have arena gear will be even easier... a S3 rogue or warrior in a BG will be even more devastating then he is now. But in all honesty, who cares? Someone who can earn Arena gear should be able to destroy the non-arena geared scrubs in BGs.

It's not a 'the sky is falling thing', but it's stacking a deck that's already stacked a bit more...

Sometime I wonder what Blizzard is thinking.

#5 Oct 09 2007 at 2:29 PM Rating: Good
They're getting > +910 armor, but it's not 910 armor over the S2 gear. The armor in question (SL lock armor, in this case) already has +armor on it. They're getting more of it, but the armor penetration will (more than) cover the increase in armor they're getting between S2 and S3... it won't cover the entirety of their bonus armor, though.
#6 Oct 09 2007 at 2:35 PM Rating: Decent
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The fact they're changing the amount of exp needed to level makes me happy because of changes like this. This is again another nerf to us overall: warriors will absolutely slam us now!
#7 Oct 09 2007 at 2:52 PM Rating: Good
*shrug* The patch notes aren't even fully out yet, but Warriors got some fairly significant nerfs already and all signs point to more coming.

In terms of 1v1, the Riposte change (lol, disarmed warriors!) and Fleet Footed (Rupture kiting returns!) are going to let Rogues dominate Warriors. We've had our Mace Spec significantly nerfed as well.
#8 Oct 09 2007 at 2:53 PM Rating: Decent
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Lol, I like the replies of all the people down below that apparently can't do math. And I guess that's true RP. I'm just assuming that if things stay the same way there are this is a bigger buff to Wars than it is to Rogues. Perhaps if warriors get a little added kitability maybe not so much.
#9 Oct 09 2007 at 3:07 PM Rating: Excellent
I really can't wait for the Fleet Footed change to go live and for people to stop going on about it like it's going to change anything. It really won't. We're kitable because we're easy to snare and have no real counter to it. This won't change that.

Especially considering taking it prevents you from taking Surprise Attack.

Riposte is indeed good news. I'm most likely respeccing to get it as soon as 2.3 go live.

#10 Oct 09 2007 at 3:14 PM Rating: Good
Meh. It'll make a huge difference in 1v1, it's not as big of an issue in larger PvP environments. That's always been Blizzard's blind spot with regards to Rogues, though - they can't seem to figure how to make them stronger in large-group PvP without making them completely overpowering when they're fighting solo.
#11 Oct 09 2007 at 3:18 PM Rating: Excellent
Can't say I see it.

115% speed sounds big, but aside from priest & paladin, everybody has a snare. We are not catching anyone at 58% speed.

Granted, it will remove the 'tactic' of 'running the other way because the rogue used sprint so he'll never catch you', but while frustrating, that's not something that happen that often.

And it won't help with rupture kite Rip... unless it also makes warriors forget that with whirlwind, they don't have a dead zone.
#12 Oct 09 2007 at 3:28 PM Rating: Good
Yeah, I'm glad to know that Rogues don't have anything to snare their opponents with either... it's not that you're moving at 58% speed vs. 108% speed, it's that you're moving at 58% speed vs. 43.2% speed... or ~34% faster, which is kind of a nice boost.

And I hear that about Whirlwind quite a bit, but I've never been able to reproduce it... ever. Dueling with a friend I stand at max melee range, melee hits, whirlwind hits. Back up a step and I stop autoattacking, melee won't land, whirlwind won't land.
#13 Oct 09 2007 at 3:36 PM Rating: Excellent
Again, I don't really see it. Crippling poison already is a better snare then everything else out there. Most stuff puts you at 50%, Crippling puts you at 30%.

Yet in group combat, we get kitted despite our superior snare - because it can be purged and once they're out of range, you better hope you have CP left for a DT and that it procs ruthlessness (which it won't anymore).

And then you have to consider where it is in the talent tree. If you want to take it and stay combat, you severly lower your damage potential. If you want to go mutilate, you're taking a build that is inferior to Combat.

A good comparaison RP was if they gave warrior a talent that still made you immune to disarm (despite the disarm changse), but put it at 30ish in the Fury trees or 40ish in the Arms tree. Yeah, it's good... but no one's going to grab it.
#14 Oct 09 2007 at 6:33 PM Rating: Decent
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The armor penetration will help mutilate out a bit though Tyrandor.

The point de facto here is this change will make Warriors absolutely break us, but it'll keep casters from doing the same thing. And the fleet footed change will be good, as it will eliminate the cheeseball of all tactics: dotting and running the opposite direction.

It's a buff for warriors against rogues (not like they need one -_-), but it will be a buff for us against casters too. I still am hoping for something else from blizz though.
#15 Oct 09 2007 at 6:56 PM Rating: Decent
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its hard to be rupture kited. shouting is enough to keep rogues in combat in the deadzone (demo shout if PH gets resisted).

i agree with zip about the solo power vs group power. if you buff the rogues in group power then theyll absolutely destroy in solo.

even then, are you sure about the high armor vs low armor values for penetration? armor itself as a value is linear. i get the feeling the author of that article looked at it from the DR% perspective, not the increase in DPS perspective. a decrease in DR% doesnt mean an equal increase in damage %. however, a set decrease in armor means a set increase in DPS, and it stays constant, so taking 910 armor from a clothie is the same increase in DPS as 910 armor from a 25k armor bear druid.
#16 Oct 09 2007 at 9:49 PM Rating: Excellent
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Quor wrote:
i agree with zip about the solo power vs group power. if you buff the rogues in group power then theyll absolutely destroy in solo.

Right, but who honestly cares about duels?

Even in 2v2 and 3v3, if both teams knock out all but one member of the opposing party, and one of those remaining happens to be a rogue, they'll pretty much win unless they're facing a warrior, ice mage, or BM hunter, the three rocks to our proverbial scissors.

Giving rogues a buff in group PvP that also happens to buff us in solo PvP (within reason) will in no way change the pecking order, but it will make rogues viable in 5v5 for something other than pestering healers and stacking Wound poison.
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I managed to be both retarded and entertaining.

#17 Oct 10 2007 at 12:00 AM Rating: Good
Forget duels, but it's nice to not have one class so utterly dominate everyone else that if they come upon you in world PvP you're going to get roasted (see: pre-nerf Warlocks). That effects people's perception of class balance and strength far more than overall performance in group PvP does... hence the vague perception of Warriors as being somewhat weak in PvP before TBC, and of now being completely overpowered - the talents and abilities didn't change (much), but when your primary exposure is in a supported, group enviroment the general perception changes quite rapidly.

The point about Fleet Footed's position is a good one. For some reason I'd positioned it where Imp. Kick is in the trees (most likely due to the icon), which would have a whole different set of implications for PvP than the semi-deep Assassination spot.
#18 Oct 10 2007 at 1:27 AM Rating: Good
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People here questioned how will the increase of damage because of penetration will vary for different armor values, so here are some numbers for you, my way of finding the numbers may be wrong, correct me if this is the case.

Let's assume 1K armor penetration for simplicity, and also compare rounded values of armor for the same reason.
The formula for % reduction from armor I'll be using is:
%Reduction vs. 70 = (Armor / (Armor + 10557.5)) * 100
(Taken from WoWWiki)

So if I understand things right, an armor penetration of 1K will reduce BOTH the armor values in the formula, giving us:
%Reduction vs. 70 = ((Armor-Armor Penetration) / ((Armor-Armor Penetration) + 10557.5)) * 100

So let the number crunching begin. Numbers will be rounded to the first 2 decimal digits.

25000 armor:
Without any penetration: %Reduction=(25000/(25000+10557.5))*100=70.31%.
Meaning that 25000 armor will take 29.69% from an attacker without any penetration.
With 1000 penetration: %Reduction=(24000/(24000+10557.5))*100=69.05%
Meaning that 25000 armor will take 30.95% from an attacker with 1000 penetration.
So we ask ourselves what's the increase between having 1000 penetration or not at all, or in other words 29.69X=30.95, what's the value of X? ~1.0425 meaning an increase of 4.25%

Let's go down to more reasonable amount of armor.

10000 armor:
Without any penetration: %Reduction=(10000/(10000+10557.5))*100=48.64%
Meaning that 10000 armor will take 51.36% from an attacker without any penetration.
With 1000 penetration: %Reduction=(9000/(9000+10557.5))*100=46.02%
Meaning that 10000 armor will take 53.98% from an attacker with 1000 penetration.
So we ask ourselves what's the increase between having 1000 penetration or not at all, or in other words 51.36X=53.98, what's the value of X? ~1.051 meaning an increase of 5.1%.

2000 armor:
Without any penetration: %Reduction=(2000/(2000+10557.5))=15.93%
Meaning that 1000 armor will take 84.07% from an attacker without any penetration.
With 1000 penetration: %Reduction=(1000/(1000+10557.5))=8.65%
Meaning that 1000 armor will take 91.35% from an attacker with 1000 penetration.
So we ask ourselves what's the increase between having 1000 penetration or not at all, or in other words 84.07X=91.35, what's the value of X? ~1.0866 meaning an increase of 8.66%.

In conclusion if I didn't make any mistake in my assumptions(or plainly put wrong numbers into the calculator), armor penetration WILL see a difference when facing heavily armored opponent and a lightly one, favouring the lesser armor.

Hope it helps anyone. If I am wrong anywhere, please correct me, I will try to fix it as best as I can.
#19 Oct 10 2007 at 2:39 AM Rating: Excellent
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As Tyrandor said, there has been a discussion about this before, but I couldn't find it either.

YuvalR wrote:
In conclusion if I didn't make any mistake in my assumptions(or plainly put wrong numbers into the calculator), armor penetration WILL see a difference when facing heavily armored opponent and a lightly one, favouring the lesser armor.


I don't get your conclusion. According to your calculations, damage against a 25000-armor target increases by 4.25% when you have 1000 armor penetration. Damage against a 2000-armor target increases by 8.66%.

So based on your calculations, my conclusion would be that it favours higher armour.

From wowwiki, regarding Expose Armor:
Expose Armor increases melee damage against the target. This damage increase is proportionally greater if the target has lower armor to start with.
However, reducing armor can also be seen as reducing the total melee damage output required to kill the target. Seen this way, the effect is independent of the target's original armor.


About this last statement. Let's assume targets with 10.000 HP.

To kill a target with 25.000 armor (DR = 70.31%) you need to do 33.681 damage. After 1000 armor penetration, making DR = 69.05%, you need to do 32.310 damage. A decrease of 1351 damage (absolute) or 4.01% (relative).

To kill a target with 2000 armor (DR = 15.93%), you need to do 11.895 damage. After 1000 armor penetration, making DR = 8.65%, you need to do 10.947 damage. A decrease of 948 damage (absolute) or 7.97% (relative).

So I'm not getting the last sentence of the wowwiki statement.
#20 Oct 10 2007 at 3:11 AM Rating: Good
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Sorry for being vague on my conclusion. I meant that armor penetration boosts damage against lightly armored targets by more than it will against heavier armored opponents.
Edit: Thank you Prikker for a better example.

As a side note a decrease of 4.01% and 7.97% on Prikker's example, can also be seen in the opposite direction. It will require you to increase your damage by 4.27% and 8.66%(accordingly) to compensate for not having penetration. Which are roughly the figures I gave.

Have a nice day.

Edited, Oct 10th 2007 7:17am by YuvalR
#21 Oct 10 2007 at 5:28 AM Rating: Excellent
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Total damage needed to kill a target isn't really that important. Comparing the two figures makes the assumption that your rate of DPS is the same on both targets, which is far from the truth. The really important figure is the change in time required to kill your target. Things brings in the fact that if you can't outdamage the heals, nothing is accomplished. 1000 armor penetration on a high armor target won't matter if the healer just keeps topping him off. On a squishy target, it can easily be the breaking point if your damage is too much for the healer to compensate for.

I'll do some calculations on my own to illustrate this. The formula is the following:

DR% = Armor / (Armor + 400 + 85 * (Level + 4.5 * (Level - 59)))

or

DR% = Armor / (Armor + 10557.5)

We'll calculate a few things for 2k armor (cloth), 3.5k armor (leather), 5.5k armor (mail), and 7.5k armor (plate). These numbers were pulled from my ***, but will work well enough in estimations.

First, the reductions.

Cloth: 15.9%
Leather: 24.9%
Mail: 34.3%
Plate: 41.5%

With Penetration:

Cloth: 8.7%
Leather: 19.1%
Mail: 29.9%
Plate: 38.1%

So, simply by looking at these numbers, we can see how armor has diminishing returns. The 1.5k armor between cloth and leather increased the damage reduction by about 9%, but the 2k between mail and plate only increased it by 7.2%. So, how does this effect the DPS on the target? We'll assume 1000 DPS for nice figures.

Cloth: 841 DPS taken
Leather: 751 DPS taken
Mail: 657 DPS taken
Plate: 585 DPS taken

And after 1000 armor penetration?

Cloth: 913 DPS taken
Leather: 809 DPS taken
Mail: 701 DPS taken
Plate: 619 DPS taken

And our increase in damage done?

Cloth: (913 - 841) / 841 == 8.56% more DPS
Leather: (809 - 751) / 751 == 7.732% more DPS
Mail: (701 - 657) / 657 == 6.69% more DPS
Plate: (619 - 585) / 585 == 5.81% more DPS

What about absolute increases?

Cloth: +72 DPS
Leather+ +58 DPS
Mail: +44 DPS
Plate: +34 DPS

Now, time to kill (TTK) the target. Each is assumed to have 10k health. We'll also use a more modest 500 base DPS (which is still very high for PvP).

Cloth: 23.8 seconds
Leather: 26.6 seconds
Mail: 30.4 seconds
Plate: 34.2 seconds

TTK after Penetration

Cloth: 21.9 - Lifespan reduced by 1.9 seconds
Leather: 24.7 - Lifespan reduced by 1.9 seconds
Mail: 28.5 - Lifespan reduced by 1.9 seconds
Plate: 32.3 - Lifespan reduced by 1.9 seconds

So, with precision in the tenths of a second, there is absolutely no difference between different levels of armor. You get extra DPS on lower armor targets, but overall, the effect turns out to do the same thing to each person. If you want to get picky, Plate really does end up the best of all of them, but the difference is in hundredths of a second.

In conclusion, with healing effects not considered, armor penetration is 100% equal across the board. The effect of the absolute increase in DPS on the ability of the healer to keep up is another story, and beyond my patience at the moment.
#22 Oct 10 2007 at 5:34 AM Rating: Decent
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Placing Fleet Footed in the Combat tree would be the end of Dagger Rogues. That's probably one of the only reasons I still am one, on the count of mace combat does everything better anyway.
#23 Oct 10 2007 at 6:18 AM Rating: Excellent
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Has anyone ever talked to Nooble IRL?

No?

Yeah...my guess is he's actually in a wheelchair and has a robot voice. Care to tell us about black holes, friend? What about a certain history...of time, maybe?

Either you have lots of free time or you spit out math like I exhale air...
#24 Oct 10 2007 at 6:50 AM Rating: Good
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Nooblestick wrote:
Cloth: 21.9 - Lifespan reduced by 1.9 seconds
Leather: 24.7 - Lifespan reduced by 1.9 seconds
Mail: 28.5 - Lifespan reduced by 1.9 seconds
Plate: 32.3 - Lifespan reduced by 1.9 seconds

So, with precision in the tenths of a second, there is absolutely no difference between different levels of armor. You get extra DPS on lower armor targets, but overall, the effect turns out to do the same thing to each person. If you want to get picky, Plate really does end up the best of all of them, but the difference is in hundredths of a second.

In conclusion, with healing effects not considered, armor penetration is 100% equal across the board. The effect of the absolute increase in DPS on the ability of the healer to keep up is another story, and beyond my patience at the moment.


Very good post.

But still: lifespan is reduced by the same absolute amount (1.9 sec) for all armor-types. For cloth (going from 23.8 to 21.9 = 7.98%), this means a much shorter lifespan in % than for plate armor (going from 34.2 to 32.3 = 5.55%).

It's the same 1.9 sec, but for clothies it has a bigger impact.

#25 Oct 10 2007 at 8:00 AM Rating: Good
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You didn't just make fun of Stephen Hawkings did you?

Man's a genius...

Edited, Oct 10th 2007 11:00am by Shaolinz
#26 Oct 10 2007 at 9:18 AM Rating: Decent
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Quote:
You didn't just make fun of Stephen Hawkings did you?

Man's a genius...


No... I actually said Nooble might BE Stephen Hawking. Just sayin' I was impressed by all the math and whatnot. Pretty snazy if I say so myself.
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