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I wouldn't say it's weirdness though, but certainly makes every point of armour matter
But even DPS built man-at-arms characters should have more HP than most summons.
i like that it doesn't scale linearly, but i think it's silly that the curve is so strong that it makes an increase in armor completely pointless on many (player) characters.
but a character with 200 armor might have ~35% damage reduction, while anyone with 100 armor or less will only have 1% damage reduction (the actual reduction always depends on the enemy's level).
that means that, for example, a mage with 70 armor from gear gets no benefit from a buff that increases armor by 20. the increase from 70 to 90 doesn't make any difference, whereas an increase from 200 to 220 would make a BIG difference.
Huh, I didn't know this. So is there any point in trying to make sure all your characters all have as high armor that they can in early game ?? Like theoretically you could just concentrate / prioritize on the special attributes of gear instead and not care about the armor on anything until you can feasibly start equipping 100/200 + armor gear ?? Or am I misunderstanding.
however, mage characters generally have a lot less armor than fighter characters of equal level.
in most games, buffs that increase armor have a larger (relative) effect on classes that wear leather or cloth armor. in DO:EH, not only do armor buffs have a larger effect on characters that already have very high armor, but the benefit for low-armor characters is sooo small (less than 1%!) that it makes using such buffs on them completely useless.
you can see exactly how much damage reduction your armor gives (against enemies of your level) by hovering your cursor over the armor value in the stats/inventory window.
exactly!
Ahh, I think I get ya. Thanks for explaining.