Armour is a form of defence that reduces incoming physical damage from hits. Along with Evasion and Energy shield, Armour is one of the three defence types that can implicitly appear on equipment. Unlike resistance, Armour reduces damage by up to a constant value, rather than a proportion of the total damage: every 10 points of Armour blocks up to 1 physical damage per hit. The absolute amount of damage reduced gets closer to the maximum the more damage the hit does.
Armour rating can be increased by wearing equipment, taking certain passive skills, using spells such as , and drinking a Granite FlaskGranite FlaskLasts 4 Seconds
Consumes 30 of 60 Charges on use
+3000 to ArmourRequires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters..
Supposedly the most armour monsters have in the game is about 983.
Damage reduction from armour only reduces physical damage taken from hits. Elemental damage and damage-over-time are not affected.
rule of thumb
- To prevent one third of damage, you need armor 5 times the damage (e.g. 500 Armor for 100 damage)
- To prevent half of damage, you need armor 10 times the damage (e.g. 1000 Armor for 100 damage)
- To prevent two thirds of damage, you need armor 20 times the damage (e.g. 2000 Armor for 100 damage)
- To prevent three quarters of damage, you need armor 30 times the damage (e.g. 3000 Armor for 100 damage)
- To prevent 90% of damage, you need armor 90 times the damage (e.g. 9000 Armor for 100 damage)
The amount of damage reduction is a function of armour rating and the damage taken. Damage reduction is capped at 90%.
Damage Reduction Factor = Armour / ( Armour + (10 * Damage) )
For example, if you have 1200 armour rating this chart indicates how much damage will be reduced by:
Net Damage = Raw Damage2 / (Raw Damage + Armour / 10) Defense Factor = Raw Damage / Net Damage = 1 + Armour / (10 * Raw Damage) = (1 + sqrt(1 + Armour / (Net Damage * 3))) / 2
Therefore we can conclude:
- If raw damage is much less than Armour / 10, raw damage has a near-quadratic effect on net damage. Equivalently, in this regime raw damage has a near-linear effect on net DPS if the raw DPS is held constant.
- If raw damage is much greater than Armour / 10, raw damage has a near-linear effect on net damage. Equivalently, in this regime raw damage has little effect on net DPS if the raw DPS is held constant.
- Against attacks of a fixed raw damage, armour has a linear effect on the number of attacks it takes to deplete a certain amount of hit points.
Another way of looking at it is in terms of absolute damage reduction:
Absolute damage reduction = Armour / 10 * Raw Damage / (Raw Damage + Armour / 10)
So damage from attacks is reduced by up to 1 per 10 points of Armour, which means that the supposed monster Armour cap of 983 blocks up to 77.5 damage per attack. Note that as raw damage increases, the damage blocked per attack increases, but the proportion of damage blocked decreases.
The derivative of this with respect to Armour is
dAbsolute damage reduction/dArmour = ((Armour / 10) / (Raw Damage + Armour / 10))2
There are passive skills that grant armour bonuses.
These passive skills grant increased armour rating or additional base armour rating. The Iron Reflexes keystone is special in that it converts evasion rating to armour rating.
|Armour and Energy Shield|| |
|Armour and Evasion|| |
|Armour and Life Regeneration|| |
|Life and Armour|| |
|Mace Damage and Armour|| |
|Sword Damage and Armour|| |
|Armour Mastery|| |
|Baptism by Light|| |
|Blunt Instrument|| |
|Cloth and Chain|| |
|Combat Stamina|| |
|Faith and Steel|| |
|Leather and Steel|| |
|Path of the Warrior|| |
|Soul of Steel|| |
|Steel Skin|| |
|Iron Reflexes|| |
Armour rating on shields
These passive skills grant increased armour rating from equipped shields.
|Shield Armour|| |
|Plated Defences|| |
These passive skills are related to armour, but do not fit into any other category.
- VictorDoom (May 10, 2013). "Unique Items List - 159 of 159". Official Path of Exile Forums. Retrieved June 27, 2013.