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As of Patch 4.0.1, armor penetration has been removed from gear itemization, however it still exists in the game as a passive stat through the mastery system.[1]


Armor penetration (sometimes abbreviated ArP or called armor pen) is a value appearing on many talents and abilities that indicates the percentage of armor that will be ignored by an attack. ArP can be found as both Abilities (example: Sunder Armor), Talents like Mace Specialization or as Mastery bonuses. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration, even though they affect different things.

Until recently, this stat has not received much attention from Blizzard, however it was seen in the talent Serrated Blades since patch 1.10. Since itemization introduction of Arena Set 3, Blizzard has been popularizing the use of this modifier even into Wrath-Logo-Small.


Armor penetration rating Edit

Armor penetration is a rating system that affects a percentage of armor ignored. This means that upgrades scale more cleanly with all bosses but has a side effect of becoming less useful on low armor ones.

The conversion rate is about 7 ArP = 1 ArP rating. So if you had 1000 ArP, you now have 142.8 ArP rating. In the past, this would have been a 6% gain on a 15k armor foe and a 12.5% gain on an 8k armor foe; at level 80 it now gives a 9.2% gain to both targets.

ArP Rating required to ignore 1% armor
Level 60 Level 70 Level 80
3.75 5.92 13.99

Armor penetration rating against WotLK Raid bosses Edit

The following tables provide detailed numbers for the effects of different levels of Armor Penetration Rating (ArP) in the case where a level 80 physical damage class attacks a level 83 raid boss with a given level of armor. ArP experiences diminishing returns for target armor lower than 8,317 armor.

Note: Due to various changes to armor penetration rating, these tables are outdated. The percent reduction and effective armor values are both correct; however, the armor penetration rating column uses the outdated 12.32:1 conversion (as opposed to the current 13.99:1 conversion).

Armor reduction table
Level 80 Level 83 Target Armor
ArP %AR 1000 2000 3000 4000 5000 6000 7000 8000 8317 9000 10000 20000 30000 40000 50000
0 0.0% 1000 2000 3000 4000 5000 6000 7000 8000 8317 9000 10000 20000 30000 40000 50000
10 0.8% 992 1984 2976 3968 4959 5951 6943 7935 8249 8931 9928 19901 29874 39847 49820
20 1.6% 984 1968 2951 3935 4919 5903 6886 7870 8182 8861 9856 19802 29747 39693 49639
30 2.4% 976 1951 2927 3903 4878 5854 6829 7805 8114 8792 9784 19702 29621 39540 49459
40 3.2% 968 1935 2903 3870 4838 5805 6773 7740 8047 8722 9712 19603 29495 39387 49278
50 4.1% 959 1919 2878 3838 4797 5756 6716 7675 7979 8653 9639 19504 29369 39233 49098
60 4.9% 951 1903 2854 3805 4756 5708 6659 7610 7912 8584 9567 19405 29242 39080 48917
70 5.7% 943 1886 2829 3773 4716 5659 6602 7545 7844 8514 9495 19306 29116 38926 48737
80 6.5% 935 1870 2805 3740 4675 5610 6545 7480 7776 8445 9423 19206 28990 38773 48557
90 7.3% 927 1854 2781 3708 4634 5561 6488 7415 7709 8375 9351 19107 28863 38620 48376
100 8.1% 919 1838 2756 3675 4594 5513 6431 7350 7641 8306 9279 19008 28737 38466 48196
200 16.2% 838 1675 2513 3350 4188 5025 5863 6700 6966 7612 8558 18016 27474 36933 46391
300 24.4% 756 1513 2269 3025 3781 4538 5294 6050 6290 6918 7836 17024 26212 35399 44587
400 32.5% 675 1350 2025 2700 3375 4050 4725 5400 5614 6223 7115 16032 24949 33866 42783
500 40.6% 594 1188 1781 2375 2969 3563 4157 4751 4939 5529 6394 15040 23686 32332 40978
600 48.7% 513 1025 1538 2050 2563 3076 3588 4101 4263 4835 5673 14048 22423 30799 39174
700 56.9% 431 863 1294 1725 2157 2588 3019 3451 3588 4141 4951 13056 21160 29265 37369
800 65.0% 350 700 1050 1400 1751 2101 2451 2801 2912 3447 4230 12064 19898 27731 35565
900 73.1% 269 538 807 1076 1344 1613 1882 2151 2236 2753 3509 11072 18635 26198 33761
1000 81.2% 188 375 563 751 938 1126 1314 1501 1561 2058 2788 10080 17372 24664 31956
1230 99.9% 1 2 2 3 4 5 6 6 7 462 1129 7798 14468 21137 27806
Total effective target armor after ArP is applied
Damage reduction table
Level 80 Level 83 Target Armor
ArP %AR 1000 2000 3000 4000 5000 6000 7000 8000 8317 9000 10000 20000 30000 40000 50000
0 0.0% 6.2% 11.6% 16.5% 20.8% 24.7% 28.3% 31.5% 34.4% 35.3% 37.1% 39.6% 56.8% 66.3% 72.4% 76.6%
10 0.8% 6.1% 11.5% 16.3% 20.7% 24.6% 28.1% 31.3% 34.3% 35.1% 37.0% 39.5% 56.6% 66.2% 72.3% 76.6%
20 1.6% 6.1% 11.4% 16.2% 20.5% 24.4% 27.9% 31.1% 34.1% 34.9% 36.8% 39.3% 56.5% 66.1% 72.3% 76.5%
30 2.4% 6.0% 11.4% 16.1% 20.4% 24.3% 27.8% 31.0% 33.9% 34.8% 36.6% 39.1% 56.4% 66.0% 72.2% 76.5%
40 3.2% 6.0% 11.3% 16.0% 20.3% 24.1% 27.6% 30.8% 33.7% 34.6% 36.4% 38.9% 56.3% 65.9% 72.1% 76.4%
50 4.1% 5.9% 11.2% 15.9% 20.1% 23.9% 27.4% 30.6% 33.5% 34.4% 36.2% 38.8% 56.1% 65.8% 72.0% 76.3%
60 4.9% 5.9% 11.1% 15.8% 20.0% 23.8% 27.3% 30.4% 33.3% 34.2% 36.0% 38.6% 56.0% 65.8% 72.0% 76.3%
70 5.7% 5.8% 11.0% 15.7% 19.9% 23.6% 27.1% 30.2% 33.1% 34.0% 35.9% 38.4% 55.9% 65.7% 71.9% 76.2%
80 6.5% 5.8% 10.9% 15.6% 19.7% 23.5% 26.9% 30.1% 32.9% 33.8% 35.7% 38.2% 55.8% 65.6% 71.8% 76.1%
90 7.3% 5.7% 10.8% 15.4% 19.6% 23.3% 26.7% 29.9% 32.7% 33.6% 35.5% 38.0% 55.6% 65.5% 71.7% 76.1%
100 8.1% 5.7% 10.8% 15.3% 19.4% 23.2% 26.6% 29.7% 32.5% 33.4% 35.3% 37.9% 55.5% 65.4% 71.6% 76.0%
200 16.2% 5.2% 9.9% 14.2% 18.0% 21.6% 24.8% 27.8% 30.5% 31.4% 33.3% 36.0% 54.2% 64.3% 70.8% 75.3%
300 24.4% 4.7% 9.0% 13.0% 16.6% 19.9% 23.0% 25.8% 28.4% 29.2% 31.2% 34.0% 52.8% 63.2% 69.9% 74.5%
400 32.5% 4.2% 8.1% 11.7% 15.1% 18.1% 21.0% 23.7% 26.2% 26.9% 29.0% 31.8% 51.3% 62.1% 69.0% 73.7%
500 40.6% 3.8% 7.2% 10.5% 13.5% 16.3% 19.0% 21.4% 23.8% 24.5% 26.6% 29.6% 49.7% 60.9% 68.0% 72.9%
600 48.7% 3.3% 6.3% 9.2% 11.9% 14.4% 16.8% 19.1% 21.2% 21.9% 24.1% 27.1% 48.0% 59.5% 66.9% 72.0%
700 56.9% 2.8% 5.4% 7.8% 10.2% 12.4% 14.5% 16.5% 18.5% 19.1% 21.4% 24.5% 46.2% 58.1% 65.8% 71.0%
800 65.0% 2.2% 4.4% 6.5% 8.4% 10.3% 12.1% 13.9% 15.5% 16.0% 18.5% 21.7% 44.2% 56.6% 64.5% 70.0%
900 73.1% 1.7% 3.4% 5.0% 6.6% 8.1% 9.6% 11.0% 12.4% 12.8% 15.3% 18.7% 42.1% 55.0% 63.2% 68.9%
1000 81.2% 1.2% 2.4% 3.6% 4.7% 5.8% 6.9% 7.9% 9.0% 9.3% 11.9% 15.5% 39.8% 53.3% 61.8% 67.7%
1230 99.9% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 2.9% 6.9% 33.9% 48.7% 58.1% 64.6%
Total percent damage prevented by the target armor after ArP is applied
Final damage table
Level 80 Level 83 Target Armor
ArP %AR 1000 2000 3000 4000 5000 6000 7000 8000 8317 9000 10000 20000 30000 40000 50000
0 0.0% 938 884 835 792 753 717 685 656 647 629 604 432 337 276 234
10 0.8% 939 885 837 793 754 719 687 657 649 630 605 434 338 277 234
20 1.6% 939 886 838 795 756 721 689 659 651 632 607 435 339 277 235
30 2.4% 940 886 839 796 757 722 690 661 652 634 609 436 340 278 235
40 3.2% 940 887 840 797 759 724 692 663 654 636 611 437 341 279 236
50 4.1% 941 888 841 799 761 726 694 665 656 638 612 439 342 280 237
60 4.9% 941 889 842 800 762 727 696 667 658 640 614 440 342 280 237
70 5.7% 942 890 843 801 764 729 698 669 660 641 616 441 343 281 238
80 6.5% 942 891 844 803 765 731 699 671 662 643 618 442 344 282 239
90 7.3% 943 892 846 804 767 733 701 673 664 645 620 444 345 283 239
100 8.1% 943 892 847 806 768 734 703 675 666 647 621 445 346 284 240
200 16.2% 948 901 858 820 784 752 722 695 686 667 640 458 357 292 247
300 24.4% 953 910 870 834 801 770 742 716 708 688 660 472 368 301 255
400 32.5% 958 919 883 849 819 790 763 738 731 710 682 487 379 310 263
500 40.6% 962 928 895 865 837 810 786 762 755 734 704 503 391 320 271
600 48.7% 967 937 908 881 856 832 809 788 781 759 729 520 405 331 280
700 56.9% 972 946 922 898 876 855 835 815 809 786 755 538 419 342 290
800 65.0% 978 956 935 916 897 879 861 845 840 815 783 558 434 355 300
900 73.1% 983 966 950 934 919 904 890 876 872 847 813 579 450 368 311
1000 81.2% 988 976 964 953 942 931 921 910 907 881 845 602 467 382 323
1230 99.9% 1000 1000 1000 1000 1000 1000 1000 1000 1000 971 931 661 513 419 354
Total effective damage from a level 80 white hit of 1000 on a level 83 target after ArP is applied
DPS percentage increase Table
Level 80 Level 83 Target Armor
ArP %AR 1000 2000 3000 4000 5000 6000 7000 8000 8317 9000 10000 20000 30000 40000 50000
0 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0% 0.0%
10 0.8% 0.1% 0.1% 0.1% 0.2% 0.2% 0.2% 0.3% 0.3% 0.3% 0.3% 0.3% 0.3% 0.3% 0.3% 0.3%
20 1.6% 0.1% 0.2% 0.3% 0.3% 0.4% 0.5% 0.5% 0.6% 0.6% 0.6% 0.6% 0.6% 0.6% 0.6% 0.6%
30 2.4% 0.2% 0.3% 0.4% 0.5% 0.6% 0.7% 0.8% 0.8% 0.9% 0.9% 0.9% 0.9% 0.8% 0.8% 0.8%
40 3.2% 0.2% 0.4% 0.5% 0.7% 0.8% 0.9% 1.0% 1.1% 1.2% 1.2% 1.2% 1.1% 1.1% 1.1% 1.1%
50 4.1% 0.3% 0.5% 0.7% 0.9% 1.0% 1.2% 1.3% 1.4% 1.5% 1.5% 1.4% 1.4% 1.4% 1.4% 1.4%
60 4.9% 0.3% 0.6% 0.8% 1.0% 1.2% 1.4% 1.6% 1.7% 1.8% 1.7% 1.7% 1.7% 1.7% 1.7% 1.7%
70 5.7% 0.4% 0.7% 0.9% 1.2% 1.4% 1.6% 1.8% 2.0% 2.0% 2.0% 2.0% 2.0% 2.0% 2.0% 2.0%
80 6.5% 0.4% 0.8% 1.1% 1.4% 1.6% 1.9% 2.1% 2.3% 2.3% 2.3% 2.3% 2.3% 2.3% 2.3% 2.3%
90 7.3% 0.5% 0.9% 1.2% 1.5% 1.8% 2.1% 2.4% 2.6% 2.7% 2.6% 2.6% 2.6% 2.6% 2.6% 2.6%
100 8.1% 0.5% 1.0% 1.4% 1.7% 2.0% 2.3% 2.6% 2.9% 3.0% 2.9% 2.9% 2.9% 2.9% 2.9% 2.8%
200 16.2% 1.0% 1.9% 2.7% 3.5% 4.2% 4.8% 5.4% 5.9% 6.1% 6.1% 6.1% 6.0% 5.9% 5.9% 5.9%
300 24.4% 1.5% 2.9% 4.2% 5.3% 6.4% 7.4% 8.3% 9.2% 9.4% 9.4% 9.4% 9.2% 9.1% 9.1% 9.0%
400 32.5% 2.0% 3.9% 5.6% 7.2% 8.7% 10.1% 11.4% 12.6% 13.0% 12.9% 12.9% 12.7% 12.6% 12.5% 12.4%
500 40.6% 2.6% 4.9% 7.2% 9.2% 11.2% 13.0% 14.7% 16.3% 16.7% 16.7% 16.7% 16.4% 16.2% 16.1% 16.0%
600 48.7% 3.1% 6.0% 8.7% 11.3% 13.7% 16.0% 18.1% 20.2% 20.8% 20.8% 20.7% 20.3% 20.1% 20.0% 19.9%
700 56.9% 3.6% 7.1% 10.3% 13.4% 16.4% 19.1% 21.8% 24.3% 25.1% 25.1% 25.0% 24.5% 24.3% 24.1% 24.0%
800 65.0% 4.2% 8.2% 12.0% 15.6% 19.1% 22.5% 25.7% 28.8% 29.8% 29.7% 29.6% 29.1% 28.8% 28.6% 28.4%
900 73.1% 4.7% 9.3% 13.7% 17.9% 22.1% 26.0% 29.9% 33.6% 34.8% 34.7% 34.6% 33.9% 33.6% 33.3% 33.1%
1000 81.2% 5.3% 10.4% 15.4% 20.3% 25.1% 29.8% 34.4% 38.8% 40.2% 40.1% 40.0% 39.2% 38.7% 38.4% 38.2%
1230 99.9% 6.6% 13.1% 19.7% 26.2% 32.8% 39.3% 45.9% 52.5% 54.5% 54.4% 54.2% 53.0% 52.3% 51.9% 51.6%
Total percent damage increase due to ArP

Percentage-based ArP Edit

This was Pre-WOTLK:


Since some talents operate on percentages such as Mace Specialization, they operate onto the already existing modifiers. Instead of ignoring armor from the base value of the target immediately, it takes into account the effects of Sunder Armor, Expose Armor, Faerie Fire, Curse of Weakness, Sting, and Acid Spit and then does a post operation of the value when it calculates mace specialization and piercing shots.

In addition, what this entails for percentage based ArP is that the higher the armor the greater the ArP raw value and the lesser the armor the less ArP raw value. That is to say, percentage based ArP suffers diminishing returns for heavily sundered units in terms of raw ArP value, especially for those with very low armor value.


Now everything operates in percentages and stacks additively in two categories: Debuffs and personal Armor Penetration. The two categories stack multiplicatively with each other.

Armor penetration benefits Edit

Armor penetration will increase non-Bleed physical damage by a percentage significant for virtually every target, however, for lightly armored targets it is less effective in the damage it provides.

From the perspective of a warrior, because armor penetration increases damage, he will get a moderate gain in rage generation as a result of higher armor penetration. Also, armor penetration causes the warrior to increase Execute damage.

Opportunistically, from a PvP point of view, a warrior may apply fewer stacks of Sunder Armor, assuming they have a higher armor pen than usual, because they have a head start on armor ignored. Or they may choose to boost the sustained damage further by a significant percentage by applying more stacks.

Skills and talents Edit

Itemization Edit

Warrior sets:


Rogue sets:

Hunter sets:


Weapons:

Trinkets:

Enchants:

Gems:

Countering armor penetrationEdit

To effectively neutralize or counter the effectiveness of armor penetration one could simply increase their armor value in combat time with drinking potions such as [Indestructible Potion], changing to Bear Form or Moonkin Form, equipping a Shield, dropping a Stoneskin Totem, casting Inner Fire or Devotion Aura, or speccing in Toughness and Thick Hide. You can also enchant your gear with armor. For example: [Enchant Cloak - Mighty Armor] to counter armor pen. In short, armor penetration is really only countered by more armor.

Technical explanation from Ghostcrawler Edit

Quote from: Ghostcrawler

Okay, here is a fairly technical explanation we put together for how armor pen works.

We didn’t want Armor Penetration Rating to be too powerful against low armor targets, like it had been in BC. We also didn’t want Armor Penetration Rating to be too powerful against high armor targets.

So, we decided on a system where there is a cap on how much armor the Armor Penetration Rating can be applied to. So, the first X armor on the target is reduced by the percentage listed in the Armor Penetration Rating tooltip, and all armor past that X is unaffected. Another way of understanding that is we multiply the percentage in the tooltip times the minimum of the two values: the cap, and the amount of armor on the target after all other modifiers.

Computing the cap is a little tricky unless you are already familiar with how World of Warcraft armor works. There is an armor constant we’ll call C. C is derived as follows (in some pseudocode):


If (targetlevel<60)
   C=400+85*targetlevel
Else
   C=400+85*targetlevel+4.5*85*(targetlevel-59);

For a level 80 target, C=15232.5. For a level 83, C=16635.

The cap for Armor Penetration then is: (armor + C)/3.

A level 80 warrior creature has 9729 armor. C=15232.5. So, the cap is (9729+15232.5)/3=8320.5. Let’s say a player has 30% armor penetration from armor penetration rating and no other modifiers that complicate the calculation (talents, Battle Stance, Sunder Armor, etc.). The game chooses the minimum of 8320.5 and 9729, so 8320.5. That is multiplied by 30% = 2496.15, and so that much armor is ignored. The effective armor on the target is 7232.85 (9729-2496.15). From a player point of view, the armor penetration rating didn’t ignore the full 30%, but instead ignored 25.66%. (85.5% as effective as expected).

These equations should help you be able to test and verify that Armor Penetration Rating is working correctly and as we designed. The tooltip is not actually inaccurate, as it states: “Enemy armor reduced by up to 30.00%.” That "up to" is key.

Please be sure to test without any other effects which modify the armor calculation (Battle Stance, Sunder Armor, Mace Specialization, etc.) as they may involve other systems that add additional complexity to the calculation.

The formula for the Armor Penetration cap can be simplified to ArPcap = (935/6)*x + y/3 -44335/6, where x is the target level and y the target armor. Then effArmor = targetArmor - ArP * min{ targetArmor, ArPcap} as explained above, with the Armor Penetration ArP of your character. ArP is given, lately changed in 3.1.2,[2] by the formula ArP = min{ 1,(Sum ArPcontributions)%}.

Calculating Edit

Calculating the ARP it's done in 2 parts:

First up - the debuffs. These reduce your target's initial armor. For example, if your target has 10k armor and it gets 20% sunder, its armor would be 8k. The debuffs stack additively, so Faerie Fire will stack with sunder, totaling a 25% reduction on the target, taking it to 7.5k armor.

Second, comes the formula GC provided, you grab the armor after the debuff calculation and to that armor you apply the formula (armor + C)/3. Using the same example as before, lets say the target is level 80, so C=15232.5, now calculate (7500 + 15232.5)/3 = 7577.5. This makes the target's armor lower than the result, meaning that each 1% removes 75 armor and you are hitting a 0 armor target on the 100% ARP get. The ArP "buffs" (items, stances and such) stack additively too, meaning that 90% ARP on battle stance for a warrior would mean a 100% ARP final.

Patch changes Edit

  • Cataclysm-Logo-Small Patch 4.0.3 (15-Nov-2010): "We are always looking for ways to improve how player stats work. Our long-term plan is to simplify statistics and provide a more clear understanding of their effects on healing and damage dealing. For example, Spell Power will no longer be its own statistic, and Intellect will provide its benefits instead. We also plan to make Spirit the definitive mana-regeneration statistic, in which case we would remove the mana-per-5-seconds stat from gear. Confusing stats like defense and armor penetration will likely go away. Of course, existing items will be updated to reflect these changes. We're also adding a new stat called Mastery, which ties into a character's existing talents and will grant a unique function for each class. A rogue, for example, might gain an extra combo point through the Mastery stat." (Source)
  • Cataclysm-Logo-Small Patch 4.0.3 (15-Nov-2010): Announced at the BlizzCon 2009 Game Systems Panel, armor penetration will no longer be available on gear. However, it will still be part of the game via the Mastery system. (Source)
                See the source link for an example of how armor penetration will be incorporated into talents in the Cataclysm expansion.
  • Wrath-Logo-Small Patch 3.2.2 (2009-09-22): The amount of armor penetration gained per point of this rating has been reduced by 12%.
  • Wrath-Logo-Small Patch 3.1.2 (2009-05-19): Capped to 100% (or 1232 armor penetration rating)
  • Wrath-Logo-Small Patch 3.1.0 (14-Apr-2009): All classes now receive 25% more benefit from Armor Penetration Rating.
  • Bc icon Patch 2.4.1 (2008-04-01): Armor penetration will now display on the character sheet (armor penetration displays in the hit rating section).

See also Edit

References Edit

External links Edit

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