PropertyValue
rdfs:label
  • Armor penetration
  • Armor penetration
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  • Penetration is the act of bypassing the PV of a creature in combat, dealing additional damage, or in some cases, dealing damage at all. The PC does not normally penetrate the PV of monsters. Several possibilities exist to achieve this effect. Penetration is an effect seperate from critical hits. A hit that bypasses PV has no greater or lower chance to be a critical hit and vice versa. Against monsters with high PV scores, both will lead to significantly increased damage output; combined they are simply even more powerful.
  • Consider the following situation: a level 20 elementalist with 15 air magic uses Lightning Strike against a warrior wearing Gladiator's Armor (and not wielding a shield). Lightning strike has 25% armor penetration and the warrior has 80 AL versus elemental damage, which results in an effective 60 AL (80 * (1 - 0.25)). Against an effective 80 AL, lightning strike would have dealt 35 damage, but armor penetration will increase the damage to 501. This is roughly a 43% increase. There are two sources of armor penetration, base armor penetration and bonus armor penetration:
  • is a champion statistic that reduces the effectiveness of a target's armor. As an example, causes a target to take damage as though they had 10% less , or, equally, 10% armor penetration is equivalent to fighting a target with 10% less armor. The difference between and is that can reduce armor below zero and affects any source of physical damage to a target. The effects of armor penetration, on the other hand, are ignored once the target's effective armor drops below 0, and only the source of the armor penetration reaps the benefits.
  • Armor penetration (sometimes abbreviated ArP or called armor pen) is a value appearing on many talents and abilities that indicates the percentage of armor that will be ignored by an attack. ArP can be found as both Abilities (example: Sunder Armor), Talents like Mace Specialization or as Mastery bonuses. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration, even though they affect different things.
  • Armor penetration (sometimes abbreviated ArP or called armor pen) is a number typically appearing on items that indicates the amount of armor ignored by an attack. It is a modifier that directly decreases the value of the armor of your target in combat time. Unlike Sunder Armor and Expose Armor which require active application, ArP items are passive. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration, even though they are calculated and function differently.
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foaf:homepage
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  • We are always looking for ways to improve how player stats work. Our long-term plan is to simplify statistics and provide a more clear understanding of their effects on healing and damage dealing. For example, Spell Power will no longer be its own statistic, and Intellect will provide its benefits instead. We also plan to make Spirit the definitive mana-regeneration statistic, in which case we would remove the mana-per-5-seconds stat from gear. Confusing stats like defense and armor penetration will likely go away. Of course, existing items will be updated to reflect these changes. We're also adding a new stat called Mastery, which ties into a character's existing talents and will grant a unique function for each class. A rogue, for example, might gain an extra combo point through the Mastery stat.
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Site
  • elitistjerks.com
  • parrydodgespin.com
  • rehfeld.us/wow
Link
  • dbkwik:resource/D5oei51kHAlKjgkVN4MU8g==
  • http://rehfeld.us/wow/armor-penetration.html|desc=Armor Penetration Damage Increase Calculator
  • http://www.parrydodgespin.com/2007/11/10/rogues-and-armor-penetration/|desc=Rogues and Armor Penetration
  • http://elitistjerks.com/498690-post35.html|desc=[RAID] Boss armor values, post #35
  • http://static.mmo-champion.com/mmoc/images/news/2009/august/gamesystems_017.jpg|comment=See the source link for an example of how armor penetration will be incorporated into talents in the Cataclysm expansion.
Note
  • Announced at the BlizzCon 2009 Game Systems Panel, armor penetration will no longer be available on gear. However, it will still be part of the game via the Mastery system.
abstract
  • Consider the following situation: a level 20 elementalist with 15 air magic uses Lightning Strike against a warrior wearing Gladiator's Armor (and not wielding a shield). Lightning strike has 25% armor penetration and the warrior has 80 AL versus elemental damage, which results in an effective 60 AL (80 * (1 - 0.25)). Against an effective 80 AL, lightning strike would have dealt 35 damage, but armor penetration will increase the damage to 501. This is roughly a 43% increase. There are two sources of armor penetration, base armor penetration and bonus armor penetration: * Base armor penetration is a set armor penetration value which is usually listed in game with text such as "this attack has 20% armor penetration." Base armor penetration does not stack, and only the largest value is used for any single hit. Sources include: * Image:Warrior-icon-small.pngthe Strength attribute, Penetrating Chop and Penetrating Blow * Image:Ranger-icon-small.pngPenetrating Attack and Sundering Attack * Image:Paragon-icon-small.pngSpear of Lightning * Image:Ritualist-icon-small.pngSundering Weapon * Image:Elementalist-icon-small.pngMany * Bonus armor penetration is an additional armor penetration value which is usually listed in game with a preceding plus sign, such as "+20% armor penetration." Bonus AP does stack with base AP and other sources of bonus AP. Sources include: * Image:Sword Hilt.jpgSundering weapon upgrades * Image:Monk-icon-small.pngJudge's Insight * Image:Ranger-icon-small.pngHornbow-type bows * Warrior's Might
  • Armor penetration (sometimes abbreviated ArP or called armor pen) is a number typically appearing on items that indicates the amount of armor ignored by an attack. It is a modifier that directly decreases the value of the armor of your target in combat time. Unlike Sunder Armor and Expose Armor which require active application, ArP items are passive. Some abilities, enchantments, items, and spells can contribute by adding armor penetration. ArP can be found as both abilities (ex. Sunder Armor), or as passive statistical upgrades found on equipment pieces (ex. Season 3 PvP armor). Armor penetration reduces the amount of armor that your target has against melee attacks. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration, even though they are calculated and function differently. Armor penetration is not a very recent stat. It has been seen in Serrated Blades since patch 1.10. Since itemization introduction of Arena Set 3, Blizzard has been popularizing the use of this modifier even into Image:Wrath-Logo-Small.PNG.
  • Penetration is the act of bypassing the PV of a creature in combat, dealing additional damage, or in some cases, dealing damage at all. The PC does not normally penetrate the PV of monsters. Several possibilities exist to achieve this effect. * The magical suffix "of penetration", or prefix "penetrating" for missiles, confers this effect on the weapon in question. There is no special message to signify this in combat, but the difference is easy to recognize when fighting high PV creatures. * The phase dagger has this effect and displays a special message each hit to signify it. * The level 40 Archer class power adds a chance of 20% to bypass the enemy's armor using a missile. * Duelists fighting unencumbered (i.e. the same conditions required to activate their class powers) can sometimes "locate a weak spot in the armor" of humanoid opponents. Their chance to do so increases at level 25. Monsters appear to follow different rules. While there seems to be a chance for any monster to "punch through the armor" (in-game message) of the player, some monsters seem to be equipped with attacks than will always bypass armor. This includes, but is not limited to, ratling duelists and the family of claw bug monsters. In battle against these monsters your PV is of no use. A full list of such monsters can be found on the PV page. Penetration is an effect seperate from critical hits. A hit that bypasses PV has no greater or lower chance to be a critical hit and vice versa. Against monsters with high PV scores, both will lead to significantly increased damage output; combined they are simply even more powerful.
  • Armor penetration (sometimes abbreviated ArP or called armor pen) is a value appearing on many talents and abilities that indicates the percentage of armor that will be ignored by an attack. ArP can be found as both Abilities (example: Sunder Armor), Talents like Mace Specialization or as Mastery bonuses. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Armor penetration is sometimes confused with spell penetration, even though they affect different things. Until recently, this stat has not received much attention from Blizzard, however it was seen in the talent Serrated Blades since patch 1.10. Since itemization introduction of Arena Set 3, Blizzard has been popularizing the use of this modifier even into Image:Wrath-Logo-Small.PNG.
  • is a champion statistic that reduces the effectiveness of a target's armor. As an example, causes a target to take damage as though they had 10% less , or, equally, 10% armor penetration is equivalent to fighting a target with 10% less armor. The difference between and is that can reduce armor below zero and affects any source of physical damage to a target. The effects of armor penetration, on the other hand, are ignored once the target's effective armor drops below 0, and only the source of the armor penetration reaps the benefits. is a champion statistic introduced in season 2017 that is converted to at a rate that increases based on the enemy's level, from 0.622 (0.6 + 0.022 per target's level) to 1 per 1 from target levels 1 to 18. All champions have 0 , but it can be increased with items, runes, masteries and some champion abilities.
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