(Abbreviations used: AP = Armor Penetration, AR = Armor Resistance)

🔙 Before this change:

Previously, the formula looked like this: 100 - (AP) + (AR)

This meant that even a small amount of armor could fully block damage from weaker attacks.
In this case, 100% of the damage would go into Armor, and the target’s Health would remain untouched.

Example:

Slayer has a weapon with 11 Armor Penetration (AP) and fires at Leviathan, who just stepped out from behind cover.
Leviathan has a Purple Armor Upgrade, which gives him 11 Armor Resistance (AR).
The Armor Resistance fully cancels out the penetration, so:
→ All 1000 damage (100%) is absorbed by Armor,
→ And 0 damage (0%) goes to Health.

 

🆕 What has changed now:

The new formula is: 100 - (AP × (100 - AR)) / 100

Now, armor is no longer subtracted from penetration — it modifies it instead!
Even with low penetration, there’s now a chance to deal damage to Health.

Example:

Slayer has a weapon with 11 AP and fires at Leviathan again. Leviathan still has a Purple Armor Upgrade with 11 AR.
Armor Resistance reduces the effective penetration, so:
→ 902 damage (90.2%) goes into Armor,
→ And 98 damage (9.8%) goes to Health.

 

🛠 Why this matters:

  • Armor still reduces damage, but the higher the Armor Penetration, the worse armor performs.
  • Every % of AP now truly matters — even low AP will always break through a little.
  • Gone are the days when weak heroes would “always hit armor” (except in cases where a hero has 0 AP).

 

Please note: This change applies only to the general damage logic, and currently only affects the armor you pick up during battle.

We’re continuing to adjust other areas where Armor Penetration and Armor Resistance are used — stay tuned for more updates!