What about a passive skill checking for incomming DMG. when your Life falls off more than 70%(??) in short time the skill will prok a shield buffer effect (to absorb the rest of the dmg).. this skill has a cooldown or you have to fully heal to reset it. Do you guys know how Armor is calculated and what is calculated first, DR or Armor? lets say:Spoiler (hover to show) (2000 dmg - 100 armor) / 10% DR = 1710 dmg (2000 dmg - 200 armor) / 10% DR = 1620 dmg (2000 dmg - 300 armor) / 10% DR = 1530 dmg (2000 dmg - 100 armor) / 20% DR = 1520 dmg (2000 dmg - 200 armor) / 20% DR = 1440 dmg (2000 dmg - 300 armor) / 20% DR = 1360 dmg (2000 dmg - 100 armor) / 30% DR = 1330 dmg (2000 dmg - 200 armor) / 30% DR = 1260 dmg (2000 dmg - 300 armor) / 30% DR = 1190 dmg => Armor scales less and less with higher DR - current state? (2000 dmg / 10% DR) - 100 Armor = 1700 dmg (2000 dmg / 10% DR) - 200 Armor = 1600 dmg (2000 dmg / 10% DR) - 300 Armor = 1500 dmg (2000 dmg / 20% DR) - 100 Armor = 1500 dmg (2000 dmg / 20% DR) - 200 Armor = 1400 dmg (2000 dmg / 20% DR) - 300 Armor = 1300 dmg (2000 dmg / 30% DR) - 100 Armor = 1300 dmg (2000 dmg / 30% DR) - 200 Armor = 1200 dmg (2000 dmg / 30% DR) - 300 Armor = 1100 dmg => better focus on Armor, effect is much higher
Can this be "patched" like your "remove 75% cap" I thought of the %DR per xArmor too but I guess its better to boost Armor %based like for each 25 armor you get +10% Armor bonusSpoiler (hover to show) (2000 dmg - (100 +100*0.4) armor) / 10% DR = 1674 dmg (2000 dmg - 280 armor) / 10% DR = 1548 dmg (2000 dmg - 420 armor) / 10% DR = 1422 dmg (2000 dmg - 140 armor) / 20% DR = 1488 dmg (2000 dmg - 280 armor) / 20% DR = 1376 dmg (2000 dmg - 420 armor) / 20% DR = 1264 dmg (2000 dmg - 140 armor) / 30% DR = 1302 dmg (2000 dmg - 280 armor) / 30% DR = 1204 dmg (2000 dmg - 420 armor) / 30% DR = 1106 dmg => Armor outscales DR easy (2000 dmg / 10% DR) - 140 Armor = 1660 dmg (2000 dmg / 10% DR) - 280 Armor = 1520 dmg (2000 dmg / 10% DR) - 420 Armor = 1380 dmg (2000 dmg / 20% DR) - 140 Armor = 1460 dmg (2000 dmg / 20% DR) - 280 Armor = 1320 dmg (2000 dmg / 20% DR) - 420 Armor = 1180 dmg (2000 dmg / 30% DR) - 140 Armor = 1260 dmg (2000 dmg / 30% DR) - 280 Armor = 1120 dmg (2000 dmg / 30% DR) - 420 Armor = 980 dmg => not sure which way its calculated. with this one 10% could be a bit off for balance
1) Your solution with shield buffers is an arbitrary crutch. You can make a passive to 100% apply shield buffer on hit, but you still will die from 80k oneshots if your hp is below that.
2) A passive checking for amount of incoming damage seems impossible to me.
3) You are right about current state on armor/DR interaction.
4) That's quite an interesting work-around for DR cap. But:
4.1) Your calculations are either off or it's not a +10% armor bonus. It's +10 armor per 25 armor as is. The former and the latter are equal only for 100 armor case.
4.2) You're looking from the wrong perspective. 2000 damage is never a problem in TL2. Consider that most monsters hit for 2000 damage, but some could hit for 20000. How big should be your total armor? ~1500? Not nearly good enough. ~15000? Then it's D3-style, where most trash mobs can't go through your defense until very late into the game.
That's why %DR is more fair in it's core. The only issue is how %DR ramps your survivablity. Ideally you need a curve so 100 armor equals 15%DR but 1000 armor equals 30%.
P.S. good job on necroing a one year old thread
P.P.S. Oh, first post. Hi, everyone!
EDIT: yes, and depending on how the game engine interprets stuff your idea may or may not lead to fatal error, since you're basically giving more armor per armor, so every update could cause your armor to increase uncontrollably. I haven't tried it though.