
The number listed will be the armor post armor penetration (note some numbers will be rounded to the nearest integer), as well as the new damage reduction. I have gone through the process of checking these resulting armor values in-game to determine the new damage reduction. Where y is the resulting armor value, a is the initial armor value, and x is the resulting percentage of armor after armor penetration, found by (1 - armor pen). To determine the amount of armor after armor penetration, we will use the equation: Now that we have the numbers with which to perform the tests, a brief explanation of the tests involved. HighHeav: 800 armor 76% damage reduction.MedHeav: 503 armor 66% damage reduction.LowHeav: 320 armor 56% damage reduction.


HighMed: 337 armor 57% damage reduction.MedMed: 211 armor 45% damage reduction.LowMed: 134 armor 34% damage reduction.HighLight: 80 armor 24% damage reduction.MedLight: 51 armor 16% damage reduction.LowLight: 31 armor 11% damage reduction.numbers (I have shuffled them around to be in order by armor class): Note that some have been rounded slightly:Īnd now for our armor and damage reduction. An average armor penetration value will be assigned per weapon, with outlier numbers in-class removed, so we can determine effectiveness with the "average" weapon in that class. They will be assigned the following abbreviations:Īs well, weaponry will need to be addressed. I have tested nine total sets of armor: 3 light, 3 medium, and three heavy sets, stratified across Low Tier (base DLC/Iron), Medium Tier (base Nordheimer), and High Tier (base Epic). Thus, we come to the armors that will be tested. However, by testing various armor penetration values against specific armor thresholds, we can get a rough idea of its efficacy. curve, determining a concrete value of effectiveness for armor penetration is out of reach. Armor Penetration Against Armor Setsīecause of the nature of the damage reduction. This makes calculating real effectiveness of armor penetration a more challenging task. relative to the amount of total armor worn. We can see from the graph that there are diminishing returns for damage reduction. I sourced this graph from the Conan Exiles wiki on damage reduction.:.Functions by calculating the total amount of armor worn and matching that value on a curve Funcom created to assign a damage reduction. This is because of the relationship between armor values and damage reduction.ĭamage reduction. Unfortunately, determining the effectiveness of armor penetration is not so cut-and-dry.Its Relation To Armor and damage reduction.Wait, shields have armor penetration?! Yes, it's a long story.Note that 1 Handed Axes, 2 Handed Axes, and Throwing Axes have no armor penetration. Shields have armor penetration values ranging from 11% to 13%.Bows (combined with arrows) have armor penetration values ranging from 22% to 27%.

