Armor values on Myth. Silver Sentinel set are crippling its usage

I was playing around with this set as I’m generally a fan of these blue set items that are easy to acquire but have a decent power level.
The set seems to be made for hybrid Cold builds but the armor values on the pieces are so low that they’re prohibitive in endgame.

Please consider raising the armor values to at least Deathmarked set levels to make the set more viable.

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This one of the few gear options for a ABB + Hagarrad ranged builds. Since the legendary Infiltrator set supports cold FoI you don’t have a lot of alternative gear options.

Having near caster level armor values for a ranged build with mediocre/average(depending on the build) DoT damage kind of sucks at ultimate AoM. Especially since to take advantage of both Inquisitor Seal and the WPS skills you need to stand still, basically requiring you to face tank for at least a bit.

Neither does it help that there is no good cold ranged gear that has ADCTH.
Looking at Mythical Havoc kind of makes me jealous if I compare it to Hagarradian Enforcer.

On that note I already reported it once, but as I received no reply I will repeat it here:

Not sure if its a bug or not but the proc of the Mythical Hagarradian Enforcer is the same as the non mythical version.

It’s interesting that you mention this because you are right about the cold support. On the other hand, triple-shotgun pierce infiltrator has perhaps the highest damage output of any ranged build in the entire game (especially vs Ch’thonic enemies).

Anyway, to address the topic, the values on the Nightblade-related armour will probably not change due to a simple reason: they are designed in such a way as to protect your character against ambient damage. What I mean by this is that given the multiple sources of deflect and dodge defenses the Infiltrator has, around 50% of projectile damage will be negated in the late-game. The other 50% will indeed check the armour -> flat absorption -> percentage absorption chain. Leaving aside the flat + percentage part, it means that a 2k armour character with 50% deflect and dodge has the same effective survivability as a 4k one with 0% deflect + dodge chance if no shield and absorption is taken into account. Of course, in practice, this doesn’t work like that all the time, but I don’t believe values on armour for caster + assassin-type characters will change anytime soon. Furthermore, when I say that in practice is doesn’t work like that I mean that this layer of defense related to dodge and deflect will sometimes be 2-3 times better than more armour. Against MQ, for example, or any type of projectile attack that does life% damage you can stack 10k armour and still die to the projectiles if you don’t have Menhir’s Bulwark. Another example would be Zantarin, but nobody should try to facetank him unless they have Blast Shield on.

Armor values on Caster/Light armor in general have fallen behind heavy armor a bit too much, particularly at higher levels.

They will be seeing a boost in V1.0.4.0.