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search my other topic for a decent amount of discussion on it
Partially assuming from the first game, but also inferring based on the way the stat is displayed, penetration isn't "ignore 20% of an enemies DR" making 20% DR act like 0%. Penetration gives a flat number so it likely treats enemy resistances on the number side.
If they have 0 resistance, it probably goes negative and you do more damage, like maybe 30% tops. If they have something ridiculous like 2,000 and you knock off 150 now they act like they have 1,850. Which for arguments sake, if 2,000 armor/resistance was 82% DR, then 1,850 might reduce the effectiveness down to 80% DR. Looking like it will be more worthless than it was in the first game.
Reduced enemy DR from 82% to 80% is more than a 10% damage increase, how is that worthless?
The example he made up would in fact be quite significant as you point out, but in reality if you go run some tests - put resistance penetration on every item you can and you won't be seeing a 10% increase. You'll barely notice the damage change at all.
I agree with this, I think on the two items that can have Armor sundering (I dont know about resistances but armor works the same it just have a different name) Weapons and Gloves have better options, Vulnerability and Combat respectivelly. I think the issue is that the armor sundering values are just too low atm, I think if it was four times high it would be competitive.
I responded to another person with a similar response, I agree that armor sundering and pen isnt worth it as it is in the game right now but just because the values are too low, there are two slots that can get pen, weapons and gloves, 25 max on all and doesnt scale with item level, with pen on main hand, off hand and gloves you can get 75 sundering or pen.
For spells you can get crit chance instead of pen so I guess if you for whatever reason dont play crit with spells you might want pen since the other suffixes are kinda bad but for weapon attack builds I think Vulnerability is going to be better.