September 16, 2016 7:20PM
edited October 2016

EDIT: Recently, I have noticed (and I have had them too) questions about how defense impacts armor. With the help of Josh_K, czarbss and scuba, a formula has been found for the defense/armor relations, and a calculator to reflect that formula has been created:

http://realityskewedgamers.blogspot.com/2016/09/defense-and-armor-calculator-version-2.html

This updated version of the calculator was created on September 16th, so needs some testing just to verify everything is correct. So please check to see if the calculator works properly so that we can have a good tool to use to gauge the effects of defense mods on characters without having to actually have them.

http://realityskewedgamers.blogspot.com/2016/09/defense-and-armor-calculator-version-2.html

This updated version of the calculator was created on September 16th, so needs some testing just to verify everything is correct. So please check to see if the calculator works properly so that we can have a good tool to use to gauge the effects of defense mods on characters without having to actually have them.

Love SWGOH and want to keep it great! YouTube: Reality Skewed Gamers

Post edited by Finity on

0

## Replies

So far the ones I have found off are 5's, sunffac, bariss, teebo

If you want to make it easier the Flat Armor value can be calculated

ArmorValue = (600*Armor%)/(100-Armor%)

Example 5's base armor is 37.89%

(600*37.89)/(100-37.89)=366.02

We have also found when calculating the % armor added but % defense mods if you truncate and not round the numbers come out closer

Example 366*.1335=48.86474

Don't round to 49 just truncate to 48

Damage Reduction % = Modded Defense / (Modded Defense + (level * 7.5))

where Modded Defense = Floor(Floor(gear_level_armor_rating_compoundable + agi_armor_rating + str_armor_rating) * Def % multiplier from mods + Flat Defense from Mods + gear_level_armor_rating_noncompoundable)

gear_level_armor_rating_noncompoundable is any direct defense added from the current level of gear.

gear_level_armor_rating_compoundable is any accumulated defense stats added from previous gear levels other than the current

agi_armor_rating = Agi * 0.07

str_armor_rating = Str * 0.14

e.g. Fives has 15 armor added on gear level 10; this is non-compoundable. However, the armor from +30 str +5 agi added from equipped gear on g10 is compoundable.

Source: https://www.reddit.com/r/SWGalaxyOfHeroes/comments/52n4mc/brute_forced_defensearmor_calculator/

5's for example if you add just 11.75% defense and calculate it out out it is off by 2

Maxed 5's has 366 base armor adding 11.75% defense should add +43 armor. Somehow in game it is only adding +41 armor.

https://www.reddit.com/r/SWGalaxyOfHeroes/comments/4amo0g/as_the_game_evolves_there_seems_to_be_a_great/d12hhch

You're welcome.

That is it!!! The Armor added by +armor at current gear level is not used in the BaseValue*%ModDefense Calulation

Without mods that formula works. That was a post from 6 months ago and I have seen it, but mods put that formula into question.

BaseArmorValue = ROUND(((CharaterLevel*7.5)*BaseArmor%))/(100-BaseArmor%),0)

%DefModArmorAdded = TRUNC((BaseArmorValue-ArmorAddedatCurrentGearLevel)*(%defMods/100))

ModdedArmorValue =

BaseArmorValue + %DefModArmorAdded + IntegerDefModArmorAdded

ModdedArmor% = ROUND((ModdedArmorValue*100)/(ModdedArmorValue+(CharaterLevel*7.5)),2)

Example 1

5's Base Armor 37.89%

Level 80

G10 with +15 armor added at G10

Mods with Defense

Diamond +8 and +11.75

Triangle +9

Cross +8

BaseArmor Value = Round(((80*7.5)*37.89)/(100-37.89),0)= 366

%DefModArmorAdded = TRUNC((366-15)*(11.75/100)) = 41

ModdedArmorValue = 366+41+8+9+8 = 432

ModdedArmor% = ROUND((432*100)/(432+(80*7.5)),2) = 41.86% Armor.

Shows same in game

Example 2

Kylo Ren Base armor 19.35

Level 70

G7 with 0 armor added at G10

Mods with Defense

Diamond with 11.75%

BaseArmor Value = Round(((70*7.5)*19.35)/(100-19.35),0)= 126

%DefModArmorAdded = TRUNC((126-0)*(11.75/100)) = 14

ModdedArmorValue = 126+14+0 = 140

ModdedArmor% = ROUND((140*100)/(140+(70*7.5)),2) = 21.05% Armor.

Shows Same in Game

yeah, it is the separation of the gear at the current stage that is making the difference, because I could not get the formula to work properly without that.

I am updating the calculator based on yours and czarbss post.

The original post has been edited to reflect the new calculator

Armorvalue = (CharaterLevel*7.5)*BaseArmor%)/(100-BaseArmor%)

basearmor% can come right out of the stats

Good point. since level is now a variable in the equation, should be easier to calculate it that way. Thanks!

Is the armor % how much physical damage is reduced by when it's dealt?

That seems to be the accepted and IMO the correct theory. I have been meaning to test it but part of the testing is there seems to be a 5% variance in damage and there is the pesky armor penetration stat to take into account.

And don't forget there is also armor penetration involved with that too. But yes - the armor is the amount the damage is reduced without other considerations.

So I ran some calculations based on a battle I ran earlier and that definitly look like what happens

Example 1

Attacker:

Anakin AoE

Physical Damage 2481

Critical Damage 216%

Armor Penetration (AP) 40

AoE damage modifier 1.886

Defender:

SunFac Armor 36.51% reduced to 33.7% by AP

Aalya Armor 29.08% reduced to 25.56% by AP

5's Armor 40.89% reduced to 38.46 by AP

Rex Armor 24.05% reduced to 20% by AP

Anakin Armor 29.33% reduced to 25.93% by AP

Calculated damage

Non-Crit=PD*Modifer*(1-(Armor/100)

Crit=PD*Modifer*(CD/100)*(1-(Armor/100)

SunFac 3470

Aalya 7522

5's 6219

Rex 8084

Anakin 3470

All calculated values were within 5% of actual.

Example 2

Aalya Basic

Physical Damage 2263

Critical Damage 186%

Armor Penetration (AP) 25

Basic damage modifier 1.645

Defender:

Rex Armor 24.05% reduced to 20% by AP

Calculated damage

Crit=PD*Modifer*(CD/100)*(1-(Armor/100)

Rex 8145

Calculated damage was within 5% of actual.

I assumed AP reduce the hidden flat armor value by that amount

Example SunFac Armor is 36.51% converted to flat value = 345

345-40 = 305

305 converter back is 33.7% armor

ArmorValue = (Armor%*(CharacterLevel*7.5))/100-Armor%)

Armor% = (ArmorValue*100)/(ArmorValue+(CharacterLevel*7.5))

I ran a few example with more than Fives to see what's the worth of boosting your defense (vs. health or protection). It usually speaks in favor of health/protection. Actual numbers vary depending on the character and the attacker's armor penetration but here are a few conclusions:

alwaysworse than a health one (is equivalent to a boost of 1.5 - 4.0% of health value)often betterthan a health main stat (+5.88%): More so for whoever has larger armor values to start with (mostly tanks), not so much for attackersalways much worsethan the protection one (+23.5%)almost always worsethan a health one (+1.12%)equates or exceedsa health one (300 - 400). In the case of Royal Guard, +10 defense = +650 HP.always more profitablefor Tanks (larger initial values) than for AttackersI can share the spreadsheet if anyone wants to investigate this further...

☮ Consular ☮- https://swgoh.gg/u/tiggus/+1

Use the calculator to figure out his modded values for armor/resistance

Then plug that in as the base to the calculator and put the bonus defense into the "set bonus"

This will give you what is armor/resistance should be.

Thanks!

Looks like that's for mods. How much should Barriss gain from the +60 armor/resistance gear piece at G12?