Does armor stack?

I'm still beyond newb at this game.  Anyway, took some advice and bought some armor for my demigod to up the hit point and armor.  I just pretty much saved and bought whatever was there - including several "breastplate" or "torso" armors, from the looks of them.  Anyway, my question is, do these things stack?  It appeared that some of the armor was stacking, and some wasn't, but I'm not sure.

3,849 views 15 replies
Reply #1 Top

It all stacks. Armor affects auto-attack damage, but not ability damage. Health and health-regen is what to use against ability heavy foes.

 

:fox:

Reply #2 Top

Yes it will, you can have 2 helmets and they will both give you the bonuses.

 

If there is another commander with an aoe from the same item you are using, those will not stack.

Reply #3 Top

Armor stacks, but it isn't a 1 to 1 thing.  The growth rate is based on the log function.  (For those that don't understand, that means that while you get really big boosts from small amounts early on, the more armor you have the more it takes to get the same performance increase, or it's a diminishing returns scenario)

Reply #4 Top

which brings up....should you even be allowed to buy and equip more than 1 helmet/breastplate/ect.?  It makes no sense, even in general RPG and RTS games.

I'm not in front of the game right now, but doesn't torso armor usually have the greatest benefits in general?  You could just load up on multiple torso armors and forget the rest.

There needs to be changes that says you can only have 1 helmet, 1 torso, 1 glove, ect....maybe include some selling mechanism if you want to upgrade later on in the game

Reply #5 Top

Well, if armor was all that mattered, then you're point would be valid.  But it's not so it's not....Heh, I think that makes sense.

Reply #6 Top

Quoting kribby06, reply 4
which brings up....should you even be allowed to buy and equip more than 1 helmet/breastplate/ect.?  It makes no sense, even in general RPG and RTS games.
End of kribby06's quote
The story behind that is that they're fighting in a spiritual realm created by the gods so they can bend the rules a bit, like letting you wear 2 or more breastplates. That's also the reason when you die you respawn. :p

Reply #7 Top

Think of them less as literal pieces of equipment, and more as the essence, the idea behind those pieces of equipment.

 

Think about it, what use would the rook have for equipment, period, or TB for helmets?

Reply #8 Top

Quoting kribby06, reply 4
which brings up....should you even be allowed to buy and equip more than 1 helmet/breastplate/ect.?  It makes no sense, even in general RPG and RTS games.

I'm not in front of the game right now, but doesn't torso armor usually have the greatest benefits in general?  You could just load up on multiple torso armors and forget the rest.

There needs to be changes that says you can only have 1 helmet, 1 torso, 1 glove, ect....maybe include some selling mechanism if you want to upgrade later on in the game
End of kribby06's quote

These are more relics than they are actual armor you would wear. I guess I'm so used to it because of getting 5 divine rapiers in DotA, when my hero clearly only had two hands.

Armor stacks, but is subject to diminishing returns. It also only mitigates against physical damage.

There already is a selling mechanism.

Reply #9 Top

Armor stacks and its not logarithmic function nor diminishing returns (Assuming the tip of the weak from gamereplays.org is accurate anyway, which I believe it is).  It's just 1 - (2500/(2500+Armor)).

Essentially you get 1% more of your "base hitpoints" per 25 armor.

 

So if you have 4000 HP, Getting an item that gives +500 armor would be the same as getting 800 HP.  This is true no matter what your current armor is.

 

4000 HP, 0 armor = 4000 EHP vs non-ability damage.

4000 HP, 500 armor = 4800 EHP vs non-ability damage.

4000 HP, 1000 armor = 5600 EHP vs non-ability damage.

 

6000 HP, 0 armor = 6000 EHP vs non-ability damage.

6000 HP, 500 armor = 7200 EHP vs non-ability damage.

 

2000 HP, 0 armor = 2000 EHP vs non-ability damage.

2000 HP, 1000 armor = 2800 EHP vs non-ability damage.

 

In the early game, HP > Armor

In the late game, maybe Armor > HP, but Armor does zilch against nukes, and there is no Ability based armor or spell-resistance.

Reply #10 Top

rain, I'm sorry but you're wrong. who, you're actually right. 

It is diminishing returns though. If you have 3833, you get 60.5% armour. If you have 400, you get 13.7%. If you have 10,000 you get 80%. Very clearly diminishing returns.

Reply #11 Top

Quoting rain9441, reply 9
Armor stacks and its not logarithmic function nor diminishing returns (Assuming the tip of the weak from gamereplays.org is accurate anyway, which I believe it is).  It's just 1 - (2500/(2500+Armor)).
End of rain9441's quote

Of course it's diminishing returns. Did you not even look at the graph from gamereplays.org?

http://www.gamereplays.org/demigod/portals.php?show=page&name=demigod-tip-of-the-week-calculating-armor

 

Here's a direct quote: "As you can see, the efficiency of armor gets worse and worse as the amount of armor increases."

Reply #12 Top

Let's say you have 1000 HP.

If you get 4 armor, you get 10 EHP out of it.

If you get another 4 armor, you get 10 EHP out of it.

If you get another 4 armor, you get 10 EHP out of it.

 

If it were diminishing returns, it'd look more like this:

 

If you get 4 armor, you get 10 EHP out of it

If you get another 4 armor, you get 9 EHP out of it

If you get another 4 armor, you get 8 EHP out of it.

 

Even if you have 1000000000 armor, getting another 4 armor will ALWAYS give you 1% more of your base HP in EHP (in this case it is exactly 10 EHP if you have 1000 HP base.

 

Thus, it is not dimishing returns.

 

If you have 15000 HP you're pretty much guaranteed that no matter you're current armor, increasing armor some more will be better than getting HP.

 

The graph is misleading and the person who wrote it didn't choose his/her words carefully.  You'll always see the same benefit from armor and it will always be based on your current HP.  The graph is showing you the damage mitigation %, which is not the return on investment!  The ROI is 1/(1-Mitigation) which turns that graph into a completely strait line.

 

The formula is perfect.  It is neither exponential nor diminishing returns, and is IMO the ideal formula for defensive calculations.

Reply #13 Top

Quoting rain9441, reply 12
Let's say you have 1000 HP.

If you get 4 armor, you get 10 EHP out of it.

If you get another 4 armor, you get 10 EHP out of it.

If you get another 4 armor, you get 10 EHP out of it.

 

If it were diminishing returns, it'd look more like this:

 

If you get 4 armor, you get 10 EHP out of it

If you get another 4 armor, you get 9 EHP out of it

If you get another 4 armor, you get 8 EHP out of it.

 

Even if you have 1000000000 armor, getting another 4 armor will ALWAYS give you 1% more of your base HP in EHP (in this case it is exactly 10 EHP if you have 1000 HP base.

 

Thus, it is not dimishing returns.

 

If you have 15000 HP you're pretty much guaranteed that no matter you're current armor, increasing armor some more will be better than getting HP.

 

The graph is misleading and the person who wrote it didn't choose his/her words carefully.  You'll always see the same benefit from armor and it will always be based on your current HP.  The graph is showing you the damage mitigation %, which is not the return on investment!  The ROI is 1/(1-Mitigation) which turns that graph into a completely strait line.

 

The formula is perfect.  It is neither exponential nor diminishing returns, and is IMO the ideal formula for defensive calculations.
End of rain9441's quote

You're right, there are no diminishing returns in EHP.

However, there ARE diminishing returns for damage mitigation %, which is all I'm trying to say. Otherwise, you would be able to get 100% or more damage mitigation, making you invincible. Nowhere did I state anything about return on investment or anything.

Reply #15 Top

Let me see if I can clear this up.

 

Imagine you have 1000 armor.  You will block about 28.6% of normal damage.  Each point of armor will block 0.0286% of damage.

If you buy some more and get to 2000, you will block about 44.5% of normal damage.  Each point of armor will block 0.02225% of damage.

Maybe you now have 4000 armor.  You will block around 61.5% of normal damage.  Each point of armor only blocks 0.015375%!

As you get more armor, each point of armor will block less damage.  You can do any of these calculations yourself, if you don't believe me.