This post is dedicated purely to Armor and how it works.
B27 H0
Terms Used:[ul][li]AA - Armor Absorption - A percentage value that is on each armor slot. Depending on whether damage incoming is either higher or lower than the armor, then this stat is used to determine whether all of the damage is reduced by Armor Absorption, or just a portion.[/li]
[li]DAA - Default Armor Absorption - Currently set to 70% or .7[/li]
[li]IAA - Increased Armor Absorption - The amount of Armor Absorption increased from the “Armor Absorption by x%” stat.[/li]
[li]A - Armor (Armor Rating) - The amount of Armor given on a slot. When found on Char I sheet, it is an average of average found on all slots, plus the armor on slots that cannot be hit.[/li]
[li]PhysDam - Physical Damage - Incoming Physical Damage[/ul][/li]Formulas Used:
If incoming damage is less than armor: (PhysDam*(1-AA)) = Damage Taken
If incoming damage is more than armor: (A*(1-AA))+(PhysDam-A) = Damage Taken
Local and Global Slots
[spoiler]These slots are Local, and have their own Armor and “Increases Armor Absorption by x%”. Their Chance to Hit Area values are also given.
[ul][li]Head: 15%[/li]
[li]Shoulders: 15%[/li]
[li]Chest: 26%[/li]
[li]Arms: 12%[/li]
[li]Legs: 20%[/li]
[li]Feet: 12%[/ul][/li]These slots cannot be hit, and are Global. They instead add their Armor and “Increases Armor Absorption by x%” to all slots:
[ul][li]Rings [/li]
[li]Necklace[/li]
[li]Weapon[/li]
[li]Offhand[/li]
[li]Relic[/li]
[li]Belt[/li]
[li]Medal[/ul][/spoiler][/li]
Armor Absorption
Once an attack that has Physical Damage is given, the game decides which piece of armor is hit. The game does this through weights, and the weights can be seen in the “Local and Global Slots” section. There then exists two scenarios, where incoming physical damage is below or equal to your armor rating on the chosen slot, or it is above.
Incoming Physical Damage is Below or Equal to Armor Rating
When incoming damage is below or equal the Armor Rating of a slot, the armor is allowed to absorb only your armor absorption value of the damage, the rest goes through.
So if I have 100 armor in the chosen Armor slot, and the default 70 Armor Absorption, and 60 Physical Damage is coming:
(PhysDam*(1-AA)) = 60*(1-.7) = 18 Physical Damage taken.
Notice that your armor value doesn’t really matter in this equation, so long as you have more armor than the damage, you will take 30% of the damage.
Incoming Physical Damage is Above Armor Rating
When incoming damage is above the Armor Rating of a slot, that armor is allowed to absorb only your armor absorption value of the damage, the rest goes through.
So, if I have 500 armor, and the default 70 Armor Absorption, and 1000 Physical Damage is coming:
(A*(1-AA))+(PhysDam-A) = 500*(1-.7) + (1000 - 500) = 150 + 500 = 650.
Notice that 30% of the incoming damage (150) slipped through your Armor.
Physical Resistance
Physical Reisistance is applied after armor calculations are done. So if you had 150 physical damage after applying armor, and you had 8% Physical Resistance, you would then use the normal formula to figure out how much Physical Damage you would take:
(Damage*(1-Resistance) = Damage Taken
(150*(1-.08) = 138 Physical Damage Taken.
Armor Absorption Stacking
The way Armor Absorption is stacked is from Increases “Armor Absorption by x%” on affixes like Rugged. It stacks like this:
DAA * (1+(IAA+IAA+…))
So, if we had 5% increased armor absorption on our boots, and 8% on our shield, the equation would look like this:
.70*(1+(.05+.08))= .791 or 79.1%
As noted by eisprinzessin, the only global slot that can currently have IAA is a shield. Every other slot that can have IAA is a local slot, which means that the IAA value on that slot can only effect that slot. Scars of Battle (a Soldier Passive) can increase global Armor Absorption by 25% at 8/8 or 35% at 18/10.
Conclusion:
I started “researching” this because medierra recently made an armor statement that disagreed with how the Game Guide at the time said it worked (it has since been fixed). I then asked Ceno and Ninetrix how Armor worked, and they both described it different to how the Game Guide described it at the time, however, in testing it was evident that armor worked in a different way. So then I put a thread on the No Reply forum basically saying WTF CRATE, but in a nicer way and medierra spilled the beans on how armor works. So all the credit goes to him, despite Ceno and Ninetrix trying to tell me otherwise. Tsk. Tsk.
There may exist a better way to detail the formulas, but I choose the way I did simply because that is how medierra showed me it, and I wanted to emulate that style, and not risk losing any information.
Feel free to correct misinformation, suggest additions, or ask questions!