Diablo® III

Wizard Energy Armor: Force Armor bug

90 Dwarf Rogue
Posts: 37
The Wizard spell Energy Armor with rune Force Armor is as follows: "While Energy Armor is active, incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead." If the case claimed by others is "If you take more than 100% of your health, then you die." then please change the text to work correctly. Also, if this is the case, I feel it should be removed. This move is in no way "OP". It's a wonderful life saver, since our last passive is horrible. This come in great help in the new "uber bosses" as well. Magdha's flies are very deadly with a lower health pool. (Almost one shots me with 640 all res and 31k hp) Please Blizzard, inform us with what's going on. Thank you.
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85 Undead Priest
Posts: 3,780
This was hotfixed on May 22nd, and is in the notes here: http://us.battle.net/d3/en/blog/5825330/
  • Energy Armor
    • Skill Rune - Force Armor
      • Amount of damage absorbed from a single attack will now cap at 100% of a player’s maximum Life

However, they really should update the skill description to incorporate that restriction.

And it is a necessary one -- without it, wizards were encouraged to gear for very low health pools (in the thousands, not tens of thousands), and high regeneration, and their survivability actually increased the lower their maximum health was. Just because you can't think of a way to exploit something doesn't mean it can't be exploited.

The current restriction makes it so that the more health you have, the harder the hits it will be able to protect you from.
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