User:Judas/Armor Calculation

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Armor Calculation 101[edit]

Considering all anomalies, bugs and plainly weird game mechanics regarding armor calculation, I thought it time to write down how armor calculation in Guild Wars actually works.

Note that while I have tested and/or verified all this myself, I can't guarantee that I haven't missed a certain mechanic or bug.

Introduction[edit]

Armor calculation in Guild Wars is rife with inconsistencies. In this article, I will try to list the way armor is calculated.

Basics[edit]

Categories[edit]

For the purpose of this article, I am lumping armor bonuses and penalties in 3 main categories:

Important Wiki articles[edit]

Before you read the rest of this guide, you may want to brush up on the following mechanics and bugs:
Note: beware that some of these articles may be outdated due to bugs and mechanics that have only recently been discovered and are still being found/researched!

Calculating your armor, from start to finish[edit]

By following the steps below in order, you can calculate your effective armor rating.

Flow Chart:[edit]

Armor Calculation Flow Chart.png

Step 1: Base Armor[edit]

The first step is pretty simple. Just add everything from the Base Armor category.

Step 2: Bonus Armor[edit]

Calculate your Bonus Armor value by adding all bonuses and subtracting all penalties from this Category. That includes the penalty from Cracked Armor. I call this the net Bonus Armor:

  • If the net Bonus Armor is 25 or lower, add that value to your Base Armor.
    • Your Bonus Armor can only lower your armor to 60, or to your Base Armor, if that is lower than 60.
  • If the net Bonus Armor is 26 or higher, check whether the highest Bonus Armor bonus you have is more than 25.
    • If your highest Bonus Armor bonus is higher than 25, add that value to your Base Armor.
    • If your highest Bonus Armor bonus is 25 or lower, add 25 to your Base Armor.

Step 3: Armor Penetration[edit]

If Armor Penetration affects the damage, apply the proper percentage to the armor rating you have now.

Step 4: Special Armor[edit]

Lastly, add the bonuses and subtract the penalties from the skills in the Special Armor category. Note that this cannot lower your armor to below 0.

That concludes the armor calculation. The value you have now is your final effective armor rating!

Examples[edit]

To raise familiarity with Armor Calculation, here are a few examples of different situations.

Example 1[edit]

Example here.

Example 2[edit]

Example here.

Example 3[edit]

Example here.

Notes[edit]

Notes for rewrite, for temporary reference[edit]

  • Base Armor
    • Add all Base Armor bonuses: value A
    • If A>60, then B=A-60, and A=60
  • Bonus Armor
    • Add all Bonus Armor bonuses: value C
      • If the highest single bonus is more than 25, set that to value D
    • Add all Bonus Armor penalties (including Cracked Armor): value E
    • F=C-E
      • If F<26, then G=B+F. If G<0, then G=0
      • If 26<=F, then G=B+C, or, if D exists, G=B+D
  • Armor Penetration
    • H=(A+G)*(100-AP%)/100
  • Special Armor
    • Add all Special Armor bonuses: value I
    • Add all Special Armor penalties: value J
    • K=H+I-J
      • If K<0, then K=0
  • Final Armor
    • K is your Final Armor rating!