Conan Exiles - Armor Penetration Guide (2024)

Conan Exiles - Armor Penetration Guide (1)

A guide on what armor penetration is, its relations to armor and damage reduction., and some rough numbers on damage increase using varying amounts of armor penetration.

Contents

  • Guide to Understanding Armor Penetration
    • Introduction
    • What Is Armor Penetration?
    • Armor Penetration Against Armor Sets
    • Methodology
    • Results (Skip Here For TL;DR)
    • Conclusion

Guide to Understanding Armor Penetration

Introduction

Welcome to the Understanding Armor Penetration guide!

I hope to be able to answer some questions you may have on the subject, including:

  • What is armor penetration?
  • How does it work?
  • How much damage does it add to my attacks?

For those who want to know damage numbers and don’t care for math, you can skip ahead to Results.

Let’s begin.

What Is Armor Penetration?

Armor penetration is defined as the percentage of armor a weapon can bypass when it makes contact with an opponent.

For example, a weapon with an armor penetration value of 10% will ignore 10% of the target’s armor. Pretty straightforward. Some armor penetration values per weapon class are listed below (keep in mind these are the min-max ranges):

  • 2 Handed Swords have armor penetration values ranging from 19% to 22%.
  • 2 Handed Maces have armor penetration values ranging from 26% to 31%.
  • 2 Handed Spears have armor penetration values ranging from 7% to 9%.
  • Katanas have armor penetration values ranging from 11% to 13%.
  • 1 Handed Swords have armor penetration values ranging from 7% to 9%.
  • 1 Handed Maces have armor penetration values ranging from 22% to 27%.
  • 1 Handed Spears have armor penetration values ranging from 16% to 18%.
  • Shortswords have armor penetration values ranging from 7% to 9%.
  • Daggers have armor penetration values ranging from 14% to 18%.
  • Bows (combined with arrows) have armor penetration values ranging from 22% to 27%.
  • Shields have armor penetration values ranging from 11% to 13%.

Note that 1 Handed Axes, 2 Handed Axes, and Throwing Axes have no armor penetration.

  • Wait, shields have armor penetration?! Yes, it’s a long story.
  • Its Relation To Armor and damage reduction.
  • Unfortunately, determining the effectiveness of armor penetration is not so cut-and-dry. This is because of the relationship between armor values and damage reduction..

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. Percentage.

  • I sourced this graph from the Conan Exiles wiki on damage reduction.:

Conan Exiles - Armor Penetration Guide (2)

We can see from the graph that there are diminishing returns for damage reduction. relative to the amount of total armor worn. This makes calculating real effectiveness of armor penetration a more challenging task.

Armor Penetration Against Armor Sets

Now for the meat of the guide.

Because of the nature of the damage reduction. curve, determining a concrete value of effectiveness for armor penetration is out of reach. However, by testing various armor penetration values against specific armor thresholds, we can get a rough idea of its efficacy.

Thus, we come to the armors that will be tested. 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). They will be assigned the following abbreviations:

  • Low Tier / Light “LowLight”.
  • Low Tier / Medium “LowMed”.
  • Low Tier / Heavy “LowHeav”.
  • Medium Tier / Light “MedLight”.
  • Medium Tier / Medium “MedMed”.
  • Medium Tier / Heavy “MedHeav”.
  • High Tier / Light “HighLight”.
  • High Tier / Medium “HighMed”.
  • High Tier / Heavy “HighHeav”.

As well, weaponry will need to be addressed. 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. Note that some have been rounded slightly:

  • 2 Handed Swords: 21% penetration.
  • 2 Handed Maces: 28% penetration.
  • 2 Handed Spears: 8% penetration.
  • Katanas: 12% penetration.
  • 1 Handed Swords: 8% penetration.
  • 1 Handed Maces: 25% penetration.
  • 1 Handed Spears: 17% penetration.
  • Shortswords: 8% penetration.
  • Daggers: 17% penetration.
  • Bows: 25% penetration.
  • Shields: 12% penetration.

And now for our armor and damage reduction. numbers (I have shuffled them around to be in order by armor class):

  • LowLight: 31 armor @ 11% damage reduction.
  • MedLight: 51 armor @ 16% damage reduction.
  • HighLight: 80 armor @ 24% damage reduction.
  • LowMed: 134 armor @ 34% damage reduction.
  • MedMed: 211 armor @ 45% damage reduction.
  • HighMed: 337 armor @ 57% damage reduction.
  • LowHeav: 320 armor @ 56% damage reduction.
  • MedHeav: 503 armor @ 66% damage reduction.
  • HighHeav: 800 armor @ 76% damage reduction.

Methodology

Now that we have the numbers with which to perform the tests, a brief explanation of the tests involved. To determine the amount of armor after armor penetration, we will use the equation:

  • y = a(x)

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).

  • Example: 600 = 800(0.75), where the armor penetration is 25%.

I have gone through the process of checking these resulting armor values in-game to determine the new damage reduction. values. They will be listed after armor. And yes, it was really annoying to do.

Now for the real numbers. 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. percentage. As well, because some weapons share average armor penetration percentages, for the sake of keeping this as short as possible those that can will be combined:

2 Handed Sword

  • LowLight: 24 armor @ 8% damage reduction. (3% difference).
  • MedLight: 40 armor @ 13% damage reduction. (3% difference).
  • HighLight: 63 armor @ 20% damage reduction. (4% difference).
  • LowMed: 106 armor @ 29% damage reduction. (5% difference).
  • MedMed: 167 armor @ 39% damage reduction. (6% difference).
  • HighMed: 266 armor @ 51% damage reduction. (6% difference).
  • LowHeav: 253 armor @ 50% damage reduction. (6% difference).
  • MedHeav: 397 armor @ 61% damage reduction. (5% difference).
  • HighHeav: 632 armor @ 71% damage reduction. (5% difference).

2 Handed Mace

  • LowLight: 22 armor @ 8% damage reduction. (3% difference).
  • MedLight: 37 armor @ 12% damage reduction. (4% difference).
  • HighLight: 58 armor @ 18% damage reduction. (6% difference).
  • LowMed: 96 armor @ 27% damage reduction. (7% difference).
  • MedMed: 152 armor @ 37% damage reduction. (8% difference).
  • HighMed: 243 armor @ 49% damage reduction. (8% difference).
  • LowHeav: 230 armor @ 47% damage reduction. (9% difference).
  • MedHeav: 362 armor @ 59% damage reduction. (8% difference).
  • HighHeav: 576 armor @ 69% damage reduction. (7% difference).

2 Handed Spear, 1 Handed Sword, Shortsword

  • LowLight: 29 armor @ 10% damage reduction. (1% difference).
  • MedLight: 47 armor @ 15% damage reduction. (1% difference).
  • HighLight: 74 armor @ 22% damage reduction. (2% difference).
  • LowMed: 123 armor @ 32% damage reduction. (2% difference).
  • MedMed: 194 armor @ 43% damage reduction. (2% difference).
  • HighMed: 310 armor @ 55% damage reduction. (2% difference).
  • LowHeav: 294 armor @ 53% damage reduction. (3% difference).
  • MedHeav: 463 armor @ 64% damage reduction. (2% difference).
  • HighHeav: 736 armor @ 75% damage reduction. (1% difference).

Katana, Shield

  • LowLight: 27 armor @ 9% damage reduction. (2% difference).
  • MedLight: 45 armor @ 15% damage reduction. (1% difference).
  • Note: I think a rounding error is involved, it should be 2%.
  • HighLight: 70 armor @ 21% damage reduction. (3% difference).
  • LowMed: 118 armor @ 32% damage reduction. (2% difference).
  • MedMed: 186 armor @ 42% damage reduction. (3% difference).
  • HighMed: 297 armor @ 54% damage reduction. (3% difference).
  • LowHeav: 282 armor @ 53% damage reduction. (3% difference).
  • MedHeav: 443 armor @ 64% damage reduction. (2% difference).
  • HighHeav: 704 armor @ 74% damage reduction. (2% difference).

1 Handed Mace, Bow

  • LowLight: 23 armor @ 8% damage reduction. (3% difference).
  • MedLight: 38 armor @ 13% damage reduction. (3% difference).
  • HighLight: 60 armor @ 19% damage reduction. (5% difference).
  • LowMed: 101 armor @ 28% damage reduction. (6% difference).
  • MedMed: 158 armor @ 39% damage reduction. (6% difference).
  • HighMed: 252 armor @ 50% damage reduction. (7% difference).
  • LowHeav: 240 armor @ 49% damage reduction. (7% difference).
  • MedHeav: 377 armor @ 60% damage reduction. (6% difference).
  • HighHeav: 600 armor @ 70% damage reduction. (6% difference).

1 Handed Spear, Dagger

  • LowLight: 26 armor @ 9% damage reduction. (2% difference).
  • MedLight: 42 armor @ 15% damage reduction. (2% difference).
  • HighLight: 66 armor @ 21% damage reduction. (3% difference).
  • LowMed: 111 armor @ 30% damage reduction. (4% difference).
  • MedMed: 175 armor @ 41% damage reduction. (4% difference).
  • HighMed: 280 armor @ 52% damage reduction. (5% difference).
  • LowHeav: 266 armor @ 51% damage reduction. (4% difference).
  • MedHeav: 417 armor @ 62% damage reduction. (4% difference).
  • HighHeav: 664 armor @ 72% damage reduction. (4% difference).

Results (Skip Here For TL;DR)

With the results above, we can finally determine the effectiveness of armor penetration. The differential in damage reduction. percentages is our de facto damage increase. I shall list the ranges of differential out, separated by weapon and armor type.

2 Handed Swords

  • Light: 3-4% increased damage.
  • Medium: 5-6% increased damage.
  • Heavy: 5-6% increased damage.

2 Handed Maces

  • Light: 3-6% increased damage.
  • Medium: 7-8% increased damage.
  • Heavy: 8-9% increased damage.

2 Handed Spears

  • Light: 1-2% increased damage.
  • Medium: 2% increased damage.
  • Heavy: 2-3% increased damage.

Katanas

  • Light: 1-3% increased damage.
  • Medium: 2-3% increased damage.
  • Heavy: 2-3% increased damage.

1 Handed Swords

  • Light: 1-2% increased damage.
  • Medium: 2% increased damage.
  • Heavy: 2-3% increased damage.

1 Handed Maces

  • Light: 3-5% increased damage.
  • Medium: 6-7% increased damage.
  • Heavy: 6-7% increased damage.

1 Handed Spears

  • Light: 2-3% increased damage.
  • Medium: 4-5% increased damage.
  • Heavy: 4% increased damage.

Shortswords

  • Light: 1-2% increased damage.
  • Medium: 2% increased damage.
  • Heavy: 2-3% increased damage.

Daggers

  • Light: 2-3% increased damage.
  • Medium: 4-5% increased damage.
  • Heavy: 4% increased damage.

Bows

  • Light: 3-5% increased damage.
  • Medium: 6-7% increased damage.
  • Heavy: 6-7% increased damage.

Shields

  • Light: 1-3% increased damage.
  • Medium: 2-3% increased damage.
  • Heavy: 2-3% increased damage.

Conclusion

What can we learn from this? Well, for one, math can be incredibly tedious. Second, we see from our damage numbers that there is a sweet spot in the mid-to-high tier medium armor range where armor penetration seems to be most effective. We also see less effectiveness against both lightly and highly armored opponents.

Keep in mind that this, despite its length, is not a conclusive study. There are many, many armor sets out there, with a nearly infinite set of combinations. There are also several outlier armor penetration numbers that were not tested for the sake of brevity. Other people in other situations may come to different conclusions.

Sunder was also not tested, but you could apply the same logic to that, with 10/20/30/40/50% armor penetration increments, in addition to your chosen weapon.

Another important thing to note is that armor from agility cannot be bypassed via armor penetration.

More Guides:

  • Conan Exiles – Buildings and Structural Integrity
  • Conan Exiles – Basic Setup Fixes
  • Conan Exiles – How to Approach the New Purge
  • Conan Exiles – New Purges Tips
Conan Exiles - Armor Penetration Guide (2024)

FAQs

How do you calculate armor penetration in Conan exile? ›

Armor Penetration

As of the Age of Sorcery 3.0 update, the formula used is: Damage Reduction * (1 - Armor Penetration) For example, if an enemy has 750 armor with 60% damage reduction, and you strike them with a weapon that has 40% armor penetration, the calculation would be: 60 * (1 - 0.4) = 36% damage reduction.

How to calculate armor penetration wow? ›

If (level<60) C=400+85*targetlevel Else C=400+85*targetlevel+4.5*85*(targetlevel-59); For a level 80 target, C=15232.5. For a level 83, C=16635. The cap for Armor Penetration then is: (armor + C)/3.

How important is armor penetration? ›

Percentage armor penetration reduces more armor on targets with higher armor. For instance, with 40% armor penetration, a target with 200 armor will be considered as having 80 less while a target with only 50 armor will be considered as having 20 less.

What determines armor penetration? ›

Although bullet design is an important factor with regard to armor penetration, the ability of any given projectile to penetrate ballistic armor increases with increasing velocity. Rifle cartridges typically discharge bullets at higher muzzle velocity than handgun cartridges due to larger propellant charge.

How do you get 30 percent armor penetration engraving? ›

13 30 Percent Armor Penetration

This engraving is found on the Atlantean Blade dagger. As its name suggests, it gives you a 30 percent increase in armor penetration. Now some may look at this engraving and not think much of it. In reality, though, this actually gives you a 30 percent damage increase on armored enemies.

How is armor class calculated? ›

Armor class (AC) is a value that measures a character's defenses, including the strength of their protective gear and their ability to avoid attacks. Determine an unarmored character's AC by adding 10 + their Dexterity modifier. When a character wears armor, base AC increases depending on its strength.

How do you calculate armor? ›

Here are some ways to calculate your base AC: Unarmored: 10 + your Dexterity modifier. Armored: Use the AC entry for the armor you're wearing (see PH, 145). For example, in leather armor, you calculate your AC as 11 + your Dexterity modifier, and in chain mail, your AC is simply 16.

What is the armor penetration rating? ›

Armor penetration is a rating system that affects a percentage of armor ignored. This means that upgrades scale more cleanly with all bosses but has a side effect of becoming less useful on low armor ones. The conversion rate is about 7 ArP = 1 ArP rating. So if you had 1000 ArP, you now have 142.8 ArP rating.

Why is armor no longer used? ›

Armour cuirasses and helmets were still used in the 17th century, but plate armour largely disappeared from infantry use in the 18th century because of its cost, its lowered effectiveness against contemporary weapons, and its weight.

Is lethality the same as armor penetration? ›

Lethality is a new statistic in League of Legends that replaced flat armor penetration. Before, flat armor penetration directly reduced an enemy's armor by a specific amount. With Lethality, it converts to armor penetration based on the champion's level.

Is armor better than armor toughness? ›

In Minecraft, armor toughness is an attribute that reduces the damage the player takes from attacks. It's a step above the regular armor rating that most players are familiar with. Think of armor toughness as an extra layer of protection.

What is the strongest thrall weapon in Conan exile? ›

For weapons, thralls seem to do best with either 2H swords or 1H maces. Don't equip thralls with shields though as they have no idea how to use them correctly. Momentum is the current go to weapon for thralls (and is very good for a strength based player).

What weapon does the most damage in Conan Exiles? ›

The best weapon you can craft in the game is the Tenderizer. Nothing can beat it's combination if damage output and armour penetration.

Does armor matter in Conan Exiles? ›

In addition to the weight and resistance to cold or heat, the respective Conan Exiles armor has other properties such as the base armor value, which indicates how strong the armor is in general and without additional items, and various bonuses such as abilities, resistances and buffs, which are the characteristics of ...

What is the armor penetration rate? ›

Armor penetration (often abbreviated as AP) is the amount of armor that an attack or spell ignores when calculating damage. For example, an Air Magic spell that grants 25% armor penetration treats a foe with an armor rating of 80 as if it had only 60 armor, i.e. 80 - 25%*80 .

How to calculate damage with armor? ›

The easiest way to calculate how much base damage reduction you get is this... (Armor+100)/100 then throw a 1 over it. So basically if you have 100 armor, it looks like this. (100+100)/100=2 then you throw a one over it.

How much does armor matter in Conan exile? ›

Does armor matter in Conan Exiles? As in every survival game, armor is of course important and essential in Conan Exiles, but besides the armor values, the various stats and benefits that the respective armor gives you are especially relevant.

How does armor work in Conan? ›

Wearable Armor

If you tab over to the Stats screen you will see the effect of that armor as Total Damage Reduction = X% (right). As the armor value rises, the damage reduction also rises. So, better armor and you last longer and are able to fight more powerful enemies.

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