Ignore flat damage pieces smaller than 30 (before %bonuses, ofcourse!).It’s a runaway effect, the higher damage you deal the less impact armor has on your damage overall. Base values are one thing, but in the end armor is subtracted from the actual damage instances. Armor effect is usually negligible for 2H’s high base damage, while for 1H it’s still in the area where it could have a noticeable effect. Physical damage works better with 2H weapons than with 1H weapons.Ironic, but while native physical damage is known to be lackluster, converted physical is one of the best damage types in the game. Damage that became physical via conversions from other damage types completely bypasses armor. The last detail, which is actually hyper important, is that armor applies only to native sources of physical damage. Enemies don’t have means to increase their armor absorption past the default 70%, so in cases of damage instance being too small it’s reduced to 30%. They aren’t completely nullified no matter how small they are because of the armor absorption stat – if armor is bigger than damage instance then armor absorption acts as damage reduction for that damage instance. In practice it means that enemy armor is negligible for big chunks of physical damage while small chunks of physical damage suffer a lot. And armor is actually subtracted from each one of them. The weapon’s base damage, the built-in damage of a skill, the flat damage you get from buffs and auras and these small flat damage bonuses of gear pieces too – they are all considered to be independent instances of damage. This is because that “total” exists only as a tooltip, in reality you’re inflicting all sources of your damage separately. Yes, it is not just player mechanic – enemies do have an armor value too, which is an impactful factor when making a physical damage build.Ĭontrary to what one might expect armor value isn’t simply subtracted from the total physical damage you inflict upon an enemy at the moment you hit. Physical damage is a special case because unlike other common damage types (like fire, aether, etc) it is reduced not only by it’s respective physical resistance, but by armor as well. It’s free of quirks that made me question my own older build, so I can recommend it wholeheartly. It’s still good old hyper effective 2H Forcewave levelling up to level 90, but instead of the out of meta shield cadence transition it is now a state of the art Celestial Halberd powered 2H Blade Arc build later in the game. Moreover, interest in Death Knights, especially Krieg set based ones, was in decline, so I wasn’t sure my “pre-Krieg” build has any meaning if noone posts an updated follow up.Īnyway, here’s a new build I made to actualize Death Knight. I even wanted to slap “outdated” on it sometime after Forgotten Gods release because you want sword & board you get Warlord instead. But somehow that build became wildly popular and still gets linked from time to time, which is a bit embarrassing. It’s an old build I made back in 2018, and I never really considered it to be among the best of my works, quite the opposite actually. Perhaps you’ve seen my Beginner’s pre-Krieg Death Knight before. Picture with all permanent buffs, Ulzaad’s Decree and Soul Harvest
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