Guild Wars Wiki:Projects/Armor rating

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 Armor rating project

This project attempts to find the armor rating of every enemy in the game to each type of armor-sensitive damage.


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Contributors
If you'd like to help, feel free to add your name below

Manifold

How to test
You should use a level 20 character. If the enemy you want to test can have several different levels, try to test the version that is closest to level 20, or the most common version.

For elemental damage, you can test several damage types at once. You can make your calculations easier by having several skills which do the same listed damage on your skillbar. One way to do this for an Elementalist/Ritualist is to have Ice Spear at 7 water magic, Glowstone at 7+4 (11) earth magic, Flare at 6 fire magic, and Spirit Burn at level 11 channeling magic. Feel free to use whichever skills you wish to test, but make sure they aren't armor ignoring and do not have armor penetration.

For physical damage you can use an uncustomized Candy Cane weapon for their consistent damage or certain skills. The Candy Cane Hammer is the only option for blunt damage. For piercing damage the Candy Cane Bow, Raven Talons, and Ebon Vanguard Sniper Support are the easiest to work with. The Candy Cane Axe/Candy Cane Sword, Hundred Blades or Ursan Strike (note that the slashing damage will always be the number that isn't 75 and usually on the right) for slashing damage. If using a weapon hit your targets without using any skills and ignore critical hits. You need exactly 12 mastery in the weapon of choice.

Once you're set up choose an enemy with missing data, note its level, damage it, and record the result. If you are testing physical damage with a weapon, hit your target a few times to make sure you record the non-critical damage. Be aware of skills it or its party may be using that can alter your results, likewise for your own party. Some effects may be obvious, like Shielding Hands, while others like "Watch Yourself!" may not be.

Dervishes now have extra armor from Mysticism, so one of the following methods should be used:
 * Note the rank in Mysticism, and only record damage numbers while your target is enchanted
 * Only record damage numbers while your target is not enchanted
 * Only record damage numbers while your target is hexed with Atrophy or Wail of Doom

You can post your results (include damage type(s), enemy level, and damage dealt) to the talk page and someone will do the rest, or you can calculate and post yourself.

How to calculate difference from expected armor rating
Once you have your results you need to check what armor rating your subject(s) are expected to have. The general formula is: (3*creature level+armor bonus). The armor bonus is 20 for Warriors and Paragons, 10 for Rangers, Assassins, and Dervishes. Also note that Warriors have +20 armor against physical damage and Rangers have +30 to elemental. Warriors and Paragons also may or may not wield shields. Shields seem to usually give +16 to armor, no matter the level of the creature, although few low-level enemies have one. Note that individual creatures with shields' armor ratings may vary slightly. You can also check out the creature page for a table.

Once you have the expected armor rating you need to check if the damage you dealt matches with it. There is a spreadsheet prepared that you can enter your "base damage" (how much damage your skill bar says the skill should do or how much damage the weapon says it does) into. Please do not edit any other cells, and feel free to download it there, or from Rapidshare in Excel (.xls) or OpenDocument (.ods) format.

Once you have entered your base damage into the cell, find the row with the expected armor rating of your target. Compare the damage you dealt to your target to the expected damage in the last column. If these two numbers are the same, then your target has the expected armor rating against that type of damage. Go ahead and enter a "0" into the appropriate table below.

If the numbers are different, then you can find the damage you dealt in the last column and find what armor level(s) it corresponds to. If the target is a Warrior or Paragon you might want to check if it has 16 less armor than expected. This will mean it doesn't have a shield. Other common armor differences are plus or minus 10, 20, 24, or 40. If there are several possible armor ratings that correlate with your damage, assume it's one of these numbers, otherwise, fill in the table with the full range of possible values.

Armor tables
The value listed is the difference from expected armor rating versus that damage type. In cases where there is a range of possible unusual armor levels, a multiple of 10, 20 or 24 is usually assumed. Numbers in brackets indicate the multiple armor modifiers that are likely at work.

Many higher level or armor enemies will have -1 armor from expected. This appears to be due the way Guild Wars handles damage calculation internally. Lower level or armor enemies may also have +1 armor.

Many special creatures and wurms have their armor ratings set at a nice, round number, resulting in odd values in the tables.

Keep in mind that -40 is double or 200% damage, -20 is sqr2 again as much damage, or ~141%, and so on.

Pre-Searing enemies are very difficult to test, and only testable with large margins of error. They are marked with a gray background to indicate they will likely never be filled in.

Adding data to creature pages
You can add armor rating data to individual creature's pages using the NPC statistics template. Add an "Armor ratings" section to a page below the Skills section, copy and paste the code on that page, and fill it in.

The data recorded on this page is in a "relative" format, but you should fill in the template with the actual armor ratings. This section details how to figure out how much armor a creature will have based on its level and class. Add or subtract the values in the tables below for the absolute armor rating. Hard mode armor ratings should be inside parenthesis.

After you have added the table on the creature's page, place Yes (Yes) next to the name on this page.

Humans
Moved to subpage Projects/Armor rating/Humans.

Afflicted
Yes

Arachnids
Yes

Awakened
Yes

Beasts
Yes

Behemoths
Yes

Celestials
Yes

Centaurs
Yes

Demons
Torment creatures and Margonites are listed under their own section

Destroyers
Yes

Dinosaurs
Yes

Dragons
Yes

Enchanted weapons
Yes Enchanted Axes, Bows, Daggers, Hammers, and Scythes have 120 armor. Enchanted Shields, Spears, and Swords have 136 armor.

Fleshreavers
Yes

Forgotten
Yes

Gakis
Yes

Gargoyles
Yes

Graven Monoliths
YesAll forms have the same armor ratings.

Grawl
Yes

Griffons
Griffons associated with Skree in Nightfall are listed under Skree Harpies.

Hekets
Yes

Hydras
Yes

Imps
Yes

Incubi
Yes

Insects
Yes

Krait
Yes

Kraken
Yes

Mandragors
Yes

Margonites
Yes

Minotaurs
Yes

Mummies
Awakened are listed under their own section

Mursaat
Yes

Nagas
Yes

Nightmares
The Shadow Army is listed under its own section.

Ogres
Yes

Riders
Yes

Shiro'ken
Yes

Skale
Yes

Skelk
Yes

Skree Harpies
Yes

Snowmen
All Secret Lair of the Snowmen Snowmen have 60 armor, regardless of profession or level, with the exception of Angry Snowman.

Stone Guardians
Yes

Tengu
Yes

Titans
Yes DoA Titans all have the same armor: 103 elemental, 123 physical. Each triad is resistant to either earth or fire.

Torment creatures
Yes

Unique creatures/special bosses/boss-like foes
End-of-game boss Dungeon boss-like foe or boss Storyline or mission-related boss

Vampires
Yes

Vermin
Yes

Wallows
Yes

Wardens
Yes

Wurms
All wurms in Frostmaw's Burrows have 120 armor rating, regardless of level or profession. Crystal Desert and Fissure of Woe wurms have an armor rating of 160.