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

๐Ÿ”™ 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 targetโ€™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:
โ†’ All 1000 damage (100%) is absorbed by Armor,
โ†’ And 0 damage (0%) goes to Health.

 

๐Ÿ†• What has changed now:

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

Now, armor is no longer subtracted from penetration โ€” it modifies it instead!
Even with low penetration, thereโ€™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:
โ†’ 902 damage (90.2%) goes into Armor,
โ†’ And 98 damage (9.8%) goes to Health.

 

๐Ÿ›  Why this matters:

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

 

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

Weโ€™re continuing to adjust other areas where Armor Penetration and Armor Resistance are used โ€” stay tuned for more updates!