Armor must giving % to Phys Prot (Suspend!)

You are describing most melee builds. Heavy Armor has fallen out of favor as of late, with Light Armor being preferable.

Internal Trauma damage is already a form of Physical Damage. Elemental and Chaos Damage already ignore Armor.

Internal Trauma damage is already a form of Physical Damage. Elemental and Chaos Damage already ignore Armor.

THEN WHY ARMOR CAN’T SAFE FROM TRAUMA!!!

Just the way it is. Armor only protects from Physical Damage. Internal Trauma is not Physical Damage, it’s Internal Trauma. Armor being a flat reduction to incoming damage doesn’t make intuitive sense for how it should interact with a Damage Over Time effect like Internal Trauma.

It’s the same way Fire Damage and Burn Damage are different damage types and scale with different % modifiers, but both are resisted by Fire Resistance.

Then again… why?

Because…Titan Quest? Decisions made in 2006?

I don’t know, dude. Just telling you how the game works.

Get some Reflect Resistance.

3 Likes

Are you looking for a logical explanation? Seriously?

Let me remind you that the game has penetrating damage!!!

Let’s add STRIKE DAMAGE for hammers and axes, PIERCING for daggers, and SLASHING for swords. Oh yeah… IT’S TITAN QUEST 2!!!

Seriously man, I understand that coding a game is a very, very, very difficult task… but I’ve already come up with two ideas to solve this issue. And u telling me WAY IT IS?

The issue is already solved. You acquire readily available Reflect Resist.

Nah… I’m already scared of the next add-on…

And I don’t agree that a solution has been found. At least give your opinion on linking armor to the Physics and Reflect resist. Like the developer of this game.

My opinion is that this is not how the game is designed and we have reflect resist.

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The X-Files - The Truth Is Out There! :smile:
Let’s assume that my opinion will be taken into account. :sweat_smile:

Or not? … MMMMMMMMMMMMMMMMMMM? :rofl: :rofl: :rofl:

reflect resist is one of the few stats that softcaps at 100%, (and exists in high amounts to reach it), which means it has the ability to 100% solve your issue
*even a dev/Z himself, did the courtesy to jump in and confirm what others advice had already given as stat fix is real.

The other’s already told you the armour coding is a convoluted mess because it’s so imbedded in the original engine code, (and the code has more impacts than just trauma not getting counted against armour), it’s simply a huge ask/“too unreasonable request” to demand/expect it to change now.

Thus we have tools to deal with this specific issue, reflect res, that’s why you’re being informed to take advantage of the existing tools that has the solution to your trauma dmg.
(ez ingame stat solve already, contra “GD Engine Engineer”/the programmer taking time from other projects to begin attempt fixing 25 years of relic spaghetti code, while hoping any changes doesn’t cause a cascade of other issues, let alone with upcoming FoA implementation in the works)

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What a bunch of drama for nothing. You can as well start to argue why earth is round and not flat. Get your reflect resist up, solved, kthxbye

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I agree, most newbies get hysterical and want to bend the entire world to their will, instead of learning the mechanics and working with them to their advantage. In all my time playing, which is well over 10,000 hours, I’ve never had this problem, so let’s draw some conclusions.

2 Likes

I’ve had the trauma problem exactly once, then someone pointed out to me that reflect resistance is a thing and I never had issues ever again :stuck_out_tongue: :smiley:

Yeah yeah… I got it got it… :unamused:
In POE2 dev’s In addition to physical damage protection, armor is now tied to magic damage in a percentage of its amount, which can be increased.
It was a simple solution, but it greatly helped the Warrior class.

I understand that working with code and studio resources makes things more complicated, but it makes sense that armor should protect against Physical, rather than a separate defense.:thinking:

However, the Reflected option should protect those who do not have enough armor.:sweat:

For a simple player with experience from other ARPGs, this decision from the developers will cause confusion.

Doesn’t the fact that increasing a certain parameter ONLY by “component” break the basic mechanics?

Armor = prot Phys dmg, and anything related to physical;
Fire res = prot fire dmg and ignite
cold res = prot cold dmg and frost
and more…

If you need a new mechanic through a rare component, it’s usually done through a DLC rather than the base mechanic.

You can increase the % of protection in an item, just like with any other protection. Because in the game, I only found 10-15% maximum, and most of them were shields

it’s generally a mistake as us players to presume one game works the same as an entirely different game or game by different devs.
“Genre” don’t as such share universal mechanics be it for offence or defence/scaling etc.
Even something like d2 and d3 etc “same game just different series entry by same name company” dont’ share all the same mechanics either

And in the case of GD we then have known “jank”/engine caveats from 25+yo TQ legacy source code