Damage from regular Giant attacks were approximately but consistently 53 instead of 60. The damage reduction from Dragonhide was slightly greater than the physical damage reduction from the armor.
If you remove the armor or cast Dragonhide without armor on and then equip armor, respectively, your displayed armor drops down to or stays at 1 andĤ. The effects only work together when Dragonhide is cast while wearing the armor. The AI value DamageResist was 0 with no armor and Dragonhide running, and was 987 (not the displayed armor rating of 988) with the armor equipped and Dragonhide running ģ. Unlike the other Alteration spells which actually affect displayed armor rating, Dragonhide only changed displayed armor rating by 1 point Ģ. I have not tested which applies first yet but a few other things to note:ġ. Damage from regular attacks from the Giant with Dragonhide running was approximately 12 per hit or approximately 20% of the 60 damage taken from attacks without Dragonhide running. Damage from regular attacks from the Giant without Dragonhide running was approximately 60 per hit. The testing parameters were displayed armor rating of 987 from 4 pieces of armor (no shield) tested against attacks from a Giant on Master Difficulty setting both with and without Dragonhide running. 80% physical damage reduction of one of them is applied first and then the other 80% physical damage reduction is applied to the remaining damage for a net effect of 96%. Apparently Dragonhide reduces physical damage by a different game mechanic than armor rating and the two work together much like magic resistance and elemental physical damage resistance, i.e. The exact numbers could be tweaked whichever way if it is imbalanced, so they shouldn’t really matter.I just ran some damage tests with armor exceeding the required armor rating for the armor rating based physical damage reduction cap and Dragonhide running. So, as I said, I’m not sure if this idea is any good. So if I upgraded my medium set mentioned above with all Thick Armor Plating, my damage reduction would be 67% (64+3) and my heavy set would be 79% (76+3). 2% each, or 1% for a whole set.Īrmor Plating would give. I think changing the current extra armor straight into a percent would be far too much, but perhaps more reasonable for a complete armor set, i.e. So here is the proposition, what if armor plating gave a direct damage reduction instead of armor? This could rapidly become overpowered, making plating the only used upgrade, so the percent would need to stay low. Nearly double the armor increases damage reduction by an additional 12%. I have a medium armor set with 460 armor that provides 64% damage reduction and a heavy set with 800 armor that provides 76% damage reduction. If you don’t understand how diminishing returns works, here is an example.
With end game (or level 51, when you unlock Master Armorsmith) gear, 15 armor is nothing, especially when considering the fact that the actual damage reduction from armor has diminishing returns. The best of their kind, Thick Armor Plating, give +3 armor each, or +15 from a full set. I don’t really minmax, PvP, mess around with mods, or anything else that would make me knowledgeable on the side effects this might cause. This isn’t exactly a suggestion, more of an inquiry if the idea is even any good.