+5 armor: How helpful is it?

Etaoin Shrdlu

Etaoin Shrdlu

Frost Gate Guardian

Join Date: Jul 2009

Earth

Death Crotch Clan [DCC]

Me/

Six-year player with a newb question:

How much difference will +5 armor make to a "running" weapon set? This would be on a character that would have 104 armor total already (60 base, 36 in bonuses, 8 from shield).

Thanks in advance!

AndroBubbles

AndroBubbles

Lion's Arch Merchant

Join Date: Dec 2009

Mo/

If the weapon mod slot isn't taken by something more useful, then armor is always your best choice. For a runner though, you may want to consider an enchanting mod so you don't have to swap. This would really only apply to dervishes and the like, but most running builds have an enchantment of some kind.

Rob Roy The Divine

Academy Page

Join Date: Aug 2007

Weegieville

No Goats No Glory [BAAA]

W/

http://wiki.guildwars.com/wiki/Damag...ffect_of_armor

as armor gets higher the reductions are less, but you can roughly calculate armor.

So if you're running on a war with q9 tactics shield running charge with stalwart insignias (+10 al in stance (sprint/echarge)) with fort mod on spear, you have ~106 al = about 45% damage reduction

with the +5 al on spear it goes to ~41.6% damage reduction. so you take ~4% less damage with the spear with def mod than with fort mod

hope that helps

although depends on area you're running, you'll want more HP in hex and degen heavy areas :P

_Aphotic_

_Aphotic_

Krytan Explorer

Join Date: Mar 2010

Muppets Versus Muppets [MvM]

P/A

In some cases, absolutely useless, see:

here and just dealing with the armor cap in general (cannot stack past +25 armor bonus, or [single skill +XXX] > if multiple skills stack greater than 25)

+36?

pinkeyflower

Krytan Explorer

Join Date: Jan 2010

PvP or PvE?

http://www.teamquitter.com/viewtopic.php?t=14392

Etaoin Shrdlu

Etaoin Shrdlu

Frost Gate Guardian

Join Date: Jul 2009

Earth

Death Crotch Clan [DCC]

Me/

Thanks for all of the replies so far.

@_Aphotic_ - The +36 comes from six signets backed against Mantra of Signets (PvE) and Artificer's Insignia, so I'd think it avoids the armor-stacking limitation. The rundown of the armor would be:

Armor (inherent): 60
Insignia: +18 (3x6 for Artificer's Insignia)
Shield: +8 (inherent)
Skill: +18 (3x6 for Mantra of Signets)

Since the armor from the shield is not from a bonus it doesn't count into the +25 cap, right? That means I still have room for up to +7 armor from a weapon mod (although I'd only be using +5). That's why I'm asking whether that 109 armor is significantly more helpful than 104.

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

+5 armor is an 8.3% decrease in armor-respecting damage.

If you look at the wiki article on armor calculation, you are correct that Mantra of Signets completely bypasses the armor stacking cap. In fact, all armor you listed there (basic armor, insignia, base shield armor and Mantra of Signets) are separate from the armor stacking cap. So yes, you would get the full effect of an "of Defense" mod on a weapon.

Quaker

Quaker

Hell's Protector

Join Date: Aug 2005

Canada

Brothers Disgruntled

Well, one question is: +5 armor as opposed to what?

You'd probably have some mod, whether it's +armor, +health, %enchant, whatever. The +5 armor is better than no mod. It's about equivalent to +30 health, and whether or not it's better than any other mod would depend upon the build.

Btw, if it's a running build, armor against melee damage may be less important than against elemental - depending upon where you are running, so +7 (vs elemental) may be better.

Edit btw, I'd say it also depends upon where you are running and what your build is, as to whether +5 (or+7) armor is better than +30 health. It may be better to have +30 health if your main health loss is from degen.

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

Quote:
Originally Posted by Dzjudz View Post
+5 armor is an 8.3% decrease in armor-respecting damage.

If you look at the wiki article on armor calculation, you are correct that Mantra of Signets completely bypasses the armor stacking cap. In fact, all armor you listed there (basic armor, insignia, base shield armor and Mantra of Signets) are separate from the armor stacking cap. So yes, you would get the full effect of an "of Defense" mod on a weapon.
The armor cap only includes most skill effects and bonus armor "mods" on non-inscription Shields (ie +10 versus Blunt, Demons).

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

Quote:
Originally Posted by Ariena Najea View Post
The armor cap only includes most skill effects and bonus armor "mods" on non-inscription Shields (ie +10 versus Blunt, Demons).
I know? Did I say something different?

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Unless you're being instagibbed because of absurdly low HP there's no reason to use HP except as a swap.

HP is like energy. You swap to a higher HP set and you gain that HP. You swap to a lower HP set and you subtract. Therefore you should avoid swapping to lower to higher HP, which means +5 defense on spear is actually better for general use (if you had +30HP on spear and shield and swap to a 40/40 set you lose 60HP).

The caveat here is if you have insane armor such as that from "Save Yourselves!" or "Feigned Neutrality".

104 armor = 0.4665 x damage
109 armor = 0.4278 x damage
so 0.0387 = ~3.9% damage
http://wiki.guildwars.com/wiki/Armor_rating

mrseasonalt

Frost Gate Guardian

Join Date: Jul 2008

ecto

E/

Quote:
Originally Posted by Dzjudz View Post
I know? Did I say something different?
So you are saying that you tested shields with the same mods insc and uninscr to see if one stacked while the other did not? Because I always prefer shields that are +10 -2ench and you are saying that you would get more damage reduction from an inscribable +10 modded shield

Quote:
Originally Posted by Dzjudz View Post

All weapon armor bonuses that are not inscriptions are treated as skill armor boosts, and therefore capped at +25 armor if used in conjunction with armor boosting skills.

What this means is that when you use a shield that has an inherent mod that gives you +10 armor vs fire and you stand in a Ward against Elements (+24 armor vs elemental damage), you only get +25 armor vs fire, not +34. If you use a skill that gives you +25 or more armor by itself, then the weapon mod doesn't do anything at all!

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

Quote:
Originally Posted by mrseasonalt View Post
So you are saying that you tested shields with the same mods insc and uninscr to see if one stacked while the other did not? Because I always prefer shields that are +10 -2ench and you are saying that you would get more damage reduction from an inscribable +10 modded shield
Exactly. If you have two shields with +10 vs earth, one of them is inherent ('old-school') and one of them is an inscription ("Like a Rolling Stone"), the inherent armor bonus will factor in to the armor cap, but the inscription will not. Therefore, if you are using Armor of Earth at 8 Earth Magic for example, you will not get any benefit from the inherent mod, while you will get the full effect from the inscription. On the other hand, if you are faced with Cracked Armor, it would actually be beneficial to take the inherent mod!

Read armor calculation for a complete rundown of the mechanics.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Just thought I would throw this in there. IAU breaks the armor cap as well so it will stack with your +5 armor mod.