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  • Points of armor count toward damage reduction.
  • Increasing physical armor increases physical damage reduction. Similarly, a higher magical armor improves magical damage reduction.
    • Both values are computed separately, but with the same formula.
  • The damage reduction formula seems to be the same for each class and changes with hero level. Higher level heroes will have a lower damage reduction than lower level heroes with the same armor value. This makes previous armor obsolete faster.
  • The impact of each point of armor diminished as total armor value increases.

% Damage Reduction as a function of Armor Armor12x9

Table - Sample values at level 30

Armor Reduction Note
803% Naked Archer, Naked Mage (Physical damages)
100 8%
115 11% Naked Runaway
150 18% Naked Mage (Magical damages)
190 23% Naked Knight (Magical damages)
200 24%
300 34%
320 35% Naked Knight (Physical damages)
40041%
50046%
600 46%
700 54%
800 57%
900 60%
1000 62%
1100 64%
1200 67%
1300 68%
1400 70%
1500 72%
1600 73%
1700 75%
1800 76%
1900 77%
2000 79%

Formula at level 30Edit

For a hero level 30, the following formula applies to estimate damage reduction

Reduction = 0.2353 * ln(Armor) - 1.0032 

with a coefficient of determination R²=0,9984 (99,84% of the damage reduction is explained by the formula, which means it is reliable).

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