Combat Mechanics
Armor and Armor Absorption
Armor formulas for physical damage, hit-location selection, and calculated results for armor absorption.
Standard explanation
Armor mitigates physical damage only. The final armor value at the struck location is used after physical resistance, and armor absorption determines how much of that armor can actually mitigate the hit.
Deep explanation
D is physical damage after physical resistance, A is final armor at the struck location, and m is the armor-absorption modifier (%). Base armor absorption is 70% in 1.3.0.6.
S = min(100, 70 + 70 × m / 100)
Prevented damage = min(D, A) × S / 100
Remaining physical damage = D − prevented damage
Hit-location selection
| Location | Chance |
|---|---|
| Head | 15% |
| Shoulders | 15% |
| Torso | 26% |
| Arms | 12% |
| Legs | 20% |
| Feet | 12% |
Calculated results
| Case | Conditions | Calculation | Remaining physical damage |
|---|---|---|---|
| Armor is lower than the hit | D=100, A=50, S=70% |
100 − min(100, 50) × 0.70
|
65 |
| Armor covers the hit | D=100, A=124, S=70% |
100 − min(100, 124) × 0.70
|
30 |
| With an absorption modifier | D=100, A=124, S=84% |
100 − min(100, 124) × 0.84
|
16 |
Analysis source: buildCalc/mechanics/formulas.json (Game.dll 1.3.0.6, DBR 1.3.0.6 FoA, and the official Combat Guide).
Summary
Conclusion: When armor absorption is below 100%, first check how much of the armor already available is being left unused. For example, a 20% armor-absorption modifier raises the 70% base to 84%, not 90%.