In the latest patch (Feb 25), enemies’ armor was visibly reduced. So I decided to pick up some of the long forgotten physical builds and see how the change affect them. Here are my tests and results:
Build No.1 - Physical DW EoR Warlord
SR30-31 - 5:36 (2 short rooms) - https://www.youtube.com/watch?v=SElU5fV_X9U
Damage is somehow still bad vs bosses.
Build No.2 - Physical Havoc Cadence Tactician
SR30-31 - 6:16 (1 short room) - https://www.youtube.com/watch?v=Kf3xMFNzQOQ
Damage is still terrible.
Thoughts:
I took a deep look into these two builds and I found their common point - their DPS was a large collection of tens of small hit. Physical DW EoR has low % weapon damage and very high attack frequency. Physical Havoc Cadence has too fragmented flat damage. Thus enemy’s armor has more influence on these builds than on big DPH ones (physical Avenger for example). You may think these low-DPH-high-frequency builds benefits more from enemies armor reduction, but the truth is, they don’t. Let me analyse it:
Let’s take a look at this Warlord. It has in total 124 physical RR and generally 3200% physical damage (count cunning in). There are plenty of 50ish flat physical damage. EoR is 47% weapon damage. Two medium physical defense bosses - Benn’Jahr and Kubacabra, whose %physical res is 22% and armor is 2274(in v1.2.1.6) is chosen as the target.
Damage before reduced by armor = 50 x 3200% x 47% x (1+124%-22%) = 1519
Enemies armor after Maul is 2274 x 65% = 1478 in v1.2.1.6, and 2274 x (1-17%) x 65% =1227 in 1.3(Feb 25).
If you attack Benn’Jahr, damage is 1519 - 1478 x 0.7 = 484 in v.1.2.1.6, and 1519 - 1227 x 0.7 = 660 in 1.3(Feb 25). That’s seems a very good improvement.
But if you attack Kubacabra, who has a constant 33% damage reduction, damage bofore armor will be 1519 x 0.67 = 1018. It is already lower than enemy’s armor both in v1.2.1.6 and 1.3(Feb 25). This means no improvement at all.
The environment is, there are hundreds of enemies in SR who has damage reduction and 33% is even on the smaller side. And Benn’Jahr and Kubacabra is not even an heavy armored boss.
So you can see in the video how struggling the Havoc Cadence Tactician was when there were Kubacabra and Iron Maiden at the same time.
OK, the season has been analyzed. Then let’s see what is the goal and what is the solution.
The goal of reducing enemies’ armor is helping weak physical damage (in v1.2.1.6) back in line. In more detail, help those a liitle bad ones a little better, and those super bad ones much better. Spellscourge for example, is an “a liitle bad one”, and Havoc Tactician for example, is a “super bad one”. Now the Enemies Armor Reduction did help Spellscourge and DW Warborn Warlord. It succeed an half. But It didn’t really helped the “super bad one”. And obviously, the “super bad ones” are those who has very fragmented flat damage or low-DPH-high-frequency builds.
Here is my suggestion:
Cancel the Enemies Armor Reduction. Instead, Reducing Enemies Armor Absorption to 55%-60%. By doing this, when your damage is higher than enemies’ armor, it has exactly the same effect as an 17% Armor Reduction. When your damage is lower than enemies’ armor in some cases, like most “super bad ones” do, you can really benefit from the change.