Armor vs. AR

General Discussion
Seriously, i continually hear about these AR #'s 600 act 2/ 800 act 3/ and so on. in my experience armor is actually better! I have a monk with 7200 armor and 1350 AR gets melted by act 2 elites, but a barb with 13400 armor and 585 AR can stand in molten and desecrate. So, why does everyone say you need such high AR?
so noob will buy all res gear
because 13400 is great armour amount; :p

13400 armor, and 585 AR its the same (not exactly) than 7200armor and 1300 AR

both reduce all damage, but;
10 AR its like 100armor
if it as you claim, and they are close to the same, then why the difference in gameplay? like i said, monk gets melted, Barb can stand in most everything!
they might pop ignore pain and shout...
The theory is that resistance is bugged against molten and desecrate.
f it as you claim, and they are close to the same, then why the difference in gameplay? like i said, monk gets melted, Barb can stand in most everything!


there must be an objetive example;

maybe its explained by the build;

a barbarian can use "jump" and increase his armor on 300%

then, his armor would be 13.400 x 3 = 40.200 armor !!!
thats enough to stand on any place without get damage xP
damage reduction from armor = armor / (armor + 50*monster level)
damage reduction from resistance = res / (res + 5*monster level)

basically 10 armor = 1 AR
They are functionally identical.

For your Monk, damage is reduced by 94.7% (only accounting for armor and AR)
For your Barbarian, damage is reduced by 93.8% (which means he takes more than the monk)

There are several possibilities your monk is dying more:
1. Barbarians are made for combat, monks are made for support
2. you are better at playing the barbarian for whatever reason
3. the difference is in your head
Not sure if this still applies...
But according to this, your Monk should be more tanky than your Barb.
http://rubensayshi.github.com/d3-ehp-calculator/#calculator

I read that you need to multiply Armor along with AR to get the total resistance amount.
Formula are :
Physical damage reduction = Armor / (50 × Monster Level + Armor)
Elemental damage reduction = Resistance / (5 × Monster Level + Resistance)

You can see that ten time as armor as you have resistance gives you the same amount of damage reduction. Due to concavity of the curb the more you have one the more you'd want to improve the other.
Let's say for example you have 10k armor and 500 resist. If you want to reduce your input damage by 1% you need either 131.3 armor or 8.08 resist.
The balance changed and in that case 1 resist is equivalent to 16.25 armor.
07/31/2012 10:32 PMPosted by Raziel
they might pop ignore pain and shout...


Yeah.
Here's armor + AR:
http://us.battle.net/d3/en/forum/topic/6201270884

Here's my thoughts on dodge (see below):
http://us.battle.net/d3/en/forum/topic/6231583254#5

Basically, the reason why Barbarians survive better is because dodge is not only unreliable but also does not work on everything (it doesn't work on stuff like plague, the DoT from molten, fire chains, etc).

Barbarians have more skills that increase AR, armor, and damage negation while Monks have more skills that increase dodge (which is inferior IMO to just straight up damage negation).

I think dodge should work on everything including DoTs like plague.
07/31/2012 10:28 PMPosted by JayKasch
if it as you claim, and they are close to the same, then why the difference in gameplay? like i said, monk gets melted, Barb can stand in most everything!


I think your just bad, i can do a2 on my monk with 600all res and 4k armor and no LoH.
Maybe you should better learn to play monk cause thats probably your problem.

Also you forget to mention your monks and barbs max hp and loh.

frenzy or w/e means you get 5% of your max hp back a hit, loh on monk is a completely different story.

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