> Forest of True Sight > Questions & Answers Reload this Page +5 armor: How helpful is it?
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Old Nov 12, 2011, 02:26 AM // 02:26   #1
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Default +5 armor: How helpful is it?

Six-year player with a newb question:

How much difference will +5 armor make to a "running" weapon set? This would be on a character that would have 104 armor total already (60 base, 36 in bonuses, 8 from shield).

Thanks in advance!
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Old Nov 12, 2011, 02:54 AM // 02:54   #2
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If the weapon mod slot isn't taken by something more useful, then armor is always your best choice. For a runner though, you may want to consider an enchanting mod so you don't have to swap. This would really only apply to dervishes and the like, but most running builds have an enchantment of some kind.
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Old Nov 12, 2011, 03:15 AM // 03:15   #3
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http://wiki.guildwars.com/wiki/Damag...ffect_of_armor

as armor gets higher the reductions are less, but you can roughly calculate armor.

So if you're running on a war with q9 tactics shield running charge with stalwart insignias (+10 al in stance (sprint/echarge)) with fort mod on spear, you have ~106 al = about 45% damage reduction

with the +5 al on spear it goes to ~41.6% damage reduction. so you take ~4% less damage with the spear with def mod than with fort mod

hope that helps

although depends on area you're running, you'll want more HP in hex and degen heavy areas :P
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Old Nov 12, 2011, 05:08 AM // 05:08   #4
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In some cases, absolutely useless, see:

here and just dealing with the armor cap in general (cannot stack past +25 armor bonus, or [single skill +XXX] > if multiple skills stack greater than 25)

+36?
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Old Nov 12, 2011, 06:31 AM // 06:31   #5
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PvP or PvE?

http://www.teamquitter.com/viewtopic.php?t=14392
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Old Nov 12, 2011, 07:00 AM // 07:00   #6
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Thanks for all of the replies so far.

@_Aphotic_ - The +36 comes from six signets backed against Mantra of Signets (PvE) and Artificer's Insignia, so I'd think it avoids the armor-stacking limitation. The rundown of the armor would be:

Armor (inherent): 60
Insignia: +18 (3x6 for Artificer's Insignia)
Shield: +8 (inherent)
Skill: +18 (3x6 for Mantra of Signets)

Since the armor from the shield is not from a bonus it doesn't count into the +25 cap, right? That means I still have room for up to +7 armor from a weapon mod (although I'd only be using +5). That's why I'm asking whether that 109 armor is significantly more helpful than 104.
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Old Nov 12, 2011, 02:55 PM // 14:55   #7
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+5 armor is an 8.3% decrease in armor-respecting damage.

If you look at the wiki article on armor calculation, you are correct that Mantra of Signets completely bypasses the armor stacking cap. In fact, all armor you listed there (basic armor, insignia, base shield armor and Mantra of Signets) are separate from the armor stacking cap. So yes, you would get the full effect of an "of Defense" mod on a weapon.
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Old Nov 12, 2011, 02:58 PM // 14:58   #8
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Well, one question is: +5 armor as opposed to what?

You'd probably have some mod, whether it's +armor, +health, %enchant, whatever. The +5 armor is better than no mod. It's about equivalent to +30 health, and whether or not it's better than any other mod would depend upon the build.

Btw, if it's a running build, armor against melee damage may be less important than against elemental - depending upon where you are running, so +7 (vs elemental) may be better.

Edit btw, I'd say it also depends upon where you are running and what your build is, as to whether +5 (or+7) armor is better than +30 health. It may be better to have +30 health if your main health loss is from degen.

Last edited by Quaker; Nov 13, 2011 at 03:19 PM // 15:19..
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Old Nov 12, 2011, 05:17 PM // 17:17   #9
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Quote:
Originally Posted by Dzjudz View Post
+5 armor is an 8.3% decrease in armor-respecting damage.

If you look at the wiki article on armor calculation, you are correct that Mantra of Signets completely bypasses the armor stacking cap. In fact, all armor you listed there (basic armor, insignia, base shield armor and Mantra of Signets) are separate from the armor stacking cap. So yes, you would get the full effect of an "of Defense" mod on a weapon.
The armor cap only includes most skill effects and bonus armor "mods" on non-inscription Shields (ie +10 versus Blunt, Demons).
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Old Nov 12, 2011, 06:30 PM // 18:30   #10
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Quote:
Originally Posted by Ariena Najea View Post
The armor cap only includes most skill effects and bonus armor "mods" on non-inscription Shields (ie +10 versus Blunt, Demons).
I know? Did I say something different?
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Old Nov 13, 2011, 02:04 PM // 14:04   #11
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Unless you're being instagibbed because of absurdly low HP there's no reason to use HP except as a swap.

HP is like energy. You swap to a higher HP set and you gain that HP. You swap to a lower HP set and you subtract. Therefore you should avoid swapping to lower to higher HP, which means +5 defense on spear is actually better for general use (if you had +30HP on spear and shield and swap to a 40/40 set you lose 60HP).

The caveat here is if you have insane armor such as that from "Save Yourselves!" or "Feigned Neutrality".

104 armor = 0.4665 x damage
109 armor = 0.4278 x damage
so 0.0387 = ~3.9% damage
http://wiki.guildwars.com/wiki/Armor_rating

Last edited by LifeInfusion; Nov 13, 2011 at 02:07 PM // 14:07..
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Old Nov 13, 2011, 10:13 PM // 22:13   #12
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Quote:
Originally Posted by Dzjudz View Post
I know? Did I say something different?
So you are saying that you tested shields with the same mods insc and uninscr to see if one stacked while the other did not? Because I always prefer shields that are +10 -2ench and you are saying that you would get more damage reduction from an inscribable +10 modded shield

Quote:
Originally Posted by Dzjudz View Post

All weapon armor bonuses that are not inscriptions are treated as skill armor boosts, and therefore capped at +25 armor if used in conjunction with armor boosting skills.

What this means is that when you use a shield that has an inherent mod that gives you +10 armor vs fire and you stand in a Ward against Elements (+24 armor vs elemental damage), you only get +25 armor vs fire, not +34. If you use a skill that gives you +25 or more armor by itself, then the weapon mod doesn't do anything at all!
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Old Nov 13, 2011, 10:23 PM // 22:23   #13
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Quote:
Originally Posted by mrseasonalt View Post
So you are saying that you tested shields with the same mods insc and uninscr to see if one stacked while the other did not? Because I always prefer shields that are +10 -2ench and you are saying that you would get more damage reduction from an inscribable +10 modded shield
Exactly. If you have two shields with +10 vs earth, one of them is inherent ('old-school') and one of them is an inscription ("Like a Rolling Stone"), the inherent armor bonus will factor in to the armor cap, but the inscription will not. Therefore, if you are using Armor of Earth at 8 Earth Magic for example, you will not get any benefit from the inherent mod, while you will get the full effect from the inscription. On the other hand, if you are faced with Cracked Armor, it would actually be beneficial to take the inherent mod!

Read armor calculation for a complete rundown of the mechanics.
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Old Nov 14, 2011, 12:46 AM // 00:46   #14
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Just thought I would throw this in there. IAU breaks the armor cap as well so it will stack with your +5 armor mod.
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