Dodge, missile reflect, armor, and% damage reduction all prevent damage before it hits forcefield. Block chance actually comes after forcefield. For some reason it looks and sounds like you're blocking through your forcefield, but it's still taking full damage from the 'blocked' attack. From what I know the more you have it,the less% dmg it reduces. What I want to know is how much% of damage initial 10 armour reduces I got to number 10 after I bought Sorcerer shoes + Haunting Guise and opponent having bonus armour from lvling up to lvl 18,and they have around 10 armour,so i want to know if its worth investing in magic penetration runes just for that 10 armour that is left. Block is the ability of a shield to absorb melee damage in addition to its armor value. When a shield is equipped, you have a certain chance to perform a block, which reduces the damage you take by 30%. The chance to block an attack from an attacker of the same level is indicated on your character sheet under the Defense category. Id like to see exactly how much armor blocks how much damage. I know around 40 armor blocks 30% or so damage, and 100 armor blocks 50% damage (diminishing returns) But thats it. I got no exact numbers. I was wondering whether it would be worth it to make an attack damage heavy runepage for talon as opposed to armor pen.
So the cap is 50% reduction in damage and this is set at around 33,000 Armor / Spell Resistance. If you have 18,000 Armor then you’ll have roughly 27% reduction to.
Block is the ability of a shield to absorb melee damage in addition to its armor value. When a shield is equipped, you have a certain chance to perform a block, which reduces the damage you take by 30%. The chance to block an attack from an attacker of the same level is indicated on your character sheet under the Defense category. Fighting a mob of higher level than yourself decreases your chance to block, and vice versa.
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Mob rules
While it is clear that a Blocked attack made against a player cannot be a crit, it is possible that mobs have different rules for determining whether an incoming attack is blocked or not, which includes the possibility of a 'blocked crit'. (c.f. Attack table)
It should be noted, however, that only special attacks—i.e. yellow-damage instant attacks such as Claw, Overpower, and Sinister Strike, and yellow-damage on-next-swing attacks such as Heroic Strike and Raptor Strike—have been observed as inflicting blocked crits. Normal white-damage auto-attacks have never been seen inflicting a blocked crit, and are probably subject to the same mutually-exclusive-attack-result rules that attacks made against players are.
Note too, that unlike player characters, mobs sometimes block attacks even though they have no shield equipped.
Without talents or talent-tree specialization abilities, your base chance to block an attack is 5%. This is modified by a factor based on the difference between the attacker's level and the defender's level. For each point of difference between the attacker's level and the defender's level, the block chance is modified by 0.5% if the target is a mob and 0.2% if the target is a player. Mobs level 9 and lower do not block as frequently, just as they are not missed as frequently as they should be. Also, mobs cannot block more than 5% of attacks regardless of level difference. Additionally, if the character is a protection-specced warrior or paladin, then block rating is increased by Mastery.
How Much Dmg Reduction From Armor Do Mobs Have To Go
The formula:
Block% = 5% base chance + contribution from talents + contribution from Mastery (if so specced) + ((Defender's level - attacker's level) * 0.2)
Unlike Dodge and Parry, your chance to block is not subject to diminishing returns.
In combat, you will notice that the percentage of incoming attacks that are Blocked matches the Block percentage shown in your tooltips. Miss chance and Critical chance are unmodified by your Block chance, so you're not 'wasting' Blocks on misses nor are you able to Block a Critical. This may seem odd to some folks if they are expecting a 'if hit, then check if Parry, then check if Block, then check..' type system. WoW, like many other games, uses a combat results table-based combat scheme (where one roll determines outcome of an attack), so percentages are absolute.
Your parsed Block percentage won't necessarily match your tooltip if you're fighting creatures higher or lower in level to you. See the Defense formula above to understand.
Damage reduction
When a block occurs, the target takes the same amount of damage (s)he would have taken from an ordinary hit (not a critical hit or crushing blow), reduced by 30%. For example, if a mob would normally hit you for 500 damage, you will see in your combat log:
'.. hits you for 350 (150 blocked).'
Block reduction is calculated prior to any absorbs. For example, if a mob would normally hit you for 30k, and you have a 10k damage absorption shield and a standard 30% block reduction you will see in your combat log:
'.. hits you for 10000 (10000 absorbed, 10000 blocked).'
Critical Block![]()
The Protection Warrior's Mastery, [Mastery: Critical Block], gives the warrior a chance to block twice as much incoming damage. If a critical block occurs, the damage reduction is increased from 30% to 60%.
Patch changes
See also
How Much Dmg Reduction From Armor Do Mobs Have To Get
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Home > Variant Adventuring Rules > Armor As Damage Reduction
In the abstract d20 combat system, a character’s armor defends him by reducing the chance that an attack will deal damage. That system simplifies the realities of battle in order to streamline combat resolution. An attack that fails due to a character’s armor or natural armor doesn’t really fail to connect, but rather fails to connect with enough force to deal any damage. (That’s what touch attacks ignore a character’s armor and natural armor—the touch attack only needs to connect to deliver its effect, and need not actually breach the target’s armor.)
If you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright, but also reduces the deadliness of attacks that do connect. In essence, the system “gives up” some of armor’s ability to turn hits into misses in exchange for a small reduction in damage dealt by any given attack.
Metagame Analysis: Armor As DR
It’s pretty easy to see the effect of this variant system: attacks hit more often, but do less damage. What does that really mean?
Low-level combat tends to be less dangerous for armored characters. Although their ACs are lower (and thus their chance of being damaged is higher), this is more than offset by the reduced damage suffered by attacks. A typical goblin warrior, for instance, can barely hurt a character wearing splint mail, because the armor’s damage reduction entirely negates the damage dealt by an average hit. Even though the goblin will hit more often, it will likely end up dealing less total damage over the course of a typical battle.
A mid-level fighter in full plate armor must still be cautious when fighting an ogre, but his armor reduces the ogre’s average damage by 25% while only increasing its chance to hit by 20%—a net gain for the fighter.
At higher levels, however, the balance shifts back in favor of monsters that deal large amounts of damage per hit. When facing a Huge earth elemental, a fighter in full plate will be hit 20% more often (due to the 4-point reduction in AC), but his 4 points of damage reduction now only reduces his opponent’s average damage by less than 17%. Advantage: elemental. Thus, high-level characters must be more careful when battling monsters with extreme damage-dealing capability.
Combo: Defense Bonus And Damage Reduction
You can combine the defense bonus variant and the armor as damage reduction variant in a variety of ways to create a more complex system.
Using both systems as written, many characters will wear armor even if the armor bonus provided is lower than the defense bonus gained from class level. Because the character gets the higher of his defense bonus or armor bonus, the character can wear armor and benefit from its damage reduction while relying on his defense bonus for a higher Armor Class.
How Much Dmg Reduction From Armor Do Mobs Have To Die
If that’s not to your liking, you can rule that a character’s armor bonus overrides his defense bonus, even if the defense bonus is higher. This forces characters to make a tough choice between having a high AC and having damage reduction.
Armor Damage Reduction Values
In this system, armor offers two benefits against attacks: a minor bonus to AC, which functions just like the armor bonus in the standard d20 rules but is usually lower in value; and damage reduction. See Table: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)
For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, divide the armor’s normal armor bonus by 2 (rounding down). To determine the armor’s new armor bonus, subtract the DR from the normal armor bonus. For example, studded leather has a normal armor bonus of +3. That gives it a DR of 1/- (half of 3, rounded down) and a new armor bonus of +2 (3 minus 1).
Magic Armor
An armor’s enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armor’s damage reduction. A +3 chain shirt, for example, adds +5 to AC and grants damage reduction 2/-.
Stacking Damage Reduction
The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th-level barbarian wearing a breastplate has DR 3/- (1/- from his class levels and 2/- from his armor). A fighter wearing full plate armor who is the target of a stoneskin spell, however, has DR 4/- from the armor and 10/adamantine from the spell.
Shields
Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your body.
Natural Armor
How Much Dmg Reduction From Armor Do Mobs Have To Build
D-ribose dmg coq10 acetyl-carnitine malic acid. A creature’s natural armor also provides a modicum of damage reduction. Divide the monster’s natural armor bonus (not including any enhancement bonus) by 5 to determine the monster’s damage reduction. The same value is subtracted from the monster’s natural armor bonus to find the monster’s new AC. These calculations are summarized in Table: Natural Armor and Damage Reduction.
If the creature already has damage reduction, either add the value gained from natural armor (if the existing damage reduction is of the same type) or treat it as a separate DR value (if it is of a different type).
For example, a mummy normally has a natural armor bonus of +10. This gives it DR 2/-, and its natural armor bonus is reduced by 2 points to +8 (making it’s AC 18). Since the mummy already has DR 5/- as a special quality, its total damage reduction becomes DR 7/-.
How Much Dmg Reduction From Armor Do Mobs Have To Play
A mature adult red dragon has a natural armor bonus of +24. This gives it DR 4/-, and its natural armor bonus is reduced by 4 points to +20 (making its AC 28). The dragon’s existing damage reduction is 10/magic, so the two damage reduction values remain separate.
Finally, a frost giant has a +9 natural armor bonus, so it gains DR 1/- from natural armor. The chain shirt it wears gives it an additional DR 2/-. If the frost giant were a 7th-level barbarian, the barbarian class levels would give it DR 1/-. These three values add up to DR 4/-. The giant’s AC would be 20 (10, +8 natural armor bonus, +2 chain shirt).
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