Why Armour DOES Matter in DS3

Concept Video Explanation

If You Dont Like Reading The Next Sections You Can Watch A More Simplified Version Here:

https://www.youtube.com/watch?v=M8kRRhu6_sc

Survivability Explained

General Idea Discussed In The VideoSo Lets Cover A Few Things To Start Out With:The Rings That Where Worn To Give The Best Chance

Your health bar is more like wiggle room before death, and Estus flasks are more like reserved HP. Armour extends how much damage you mitigate based on percentages and essentially allows you to consume less of your immediate HP and your reserved HP. Its a concept known as survivability. What most videos failed to see was that this is what the devs were going for with their balancing i do believe. I cant be sure but that's what it seems like from how little returns you get from heavy armour. Its intended to allow you to tank a few more hits per given health pool, which to its extreme equals about 2.8 - 3 extra health bars depending on various factors such as rings worn and health amount, when Estus is consumed and whether any points go to waste etc.

Maximum Health:

2122 (with rings)

Maximum Estus Healing

720 (With Estus Ring)

Maximum Estus Flasks:

15

Total Potential Health:

(720*15)+2122= 12922 Health

Lloyds Shield Ring

Blue Tearstone Ring

Ring of Steel Protection +3

Ring of Favour Ring +3

All of these are arbitrary and weren't chosen as the absolute worst or best armour, but instead armours that are consider among the worst or the best as certain armour pieces can give you slightly different ups and downs in protection (all of which is diminishing in its return) instead it's meant to show proof of concept. NOT to show best or worst armour configurations!

The Math

Math Of Our 2 Compared Builds:Math Of What These Means Within The Concept Of Survivability Previously Explained

Red Knight NG+1 Damage Scale:

Full Havel:

Average Damage Taken: 162.81

Full Naked:

Average Damage Taken: 232.09

Difference:

70HP or 69.89%

Full Havel:

12922 Health

Divided by 162.81 = 79.36 strikes to death and 78 hits to survive

Full Naked:

12922 Health

Divided by 232.09 = 55.67 strikes to death and 54 hits to survive

Keep in mind the video used slightly different numbers but the same math.

But What Does It All Mean Mommy?

Whats Does It Mean, And How Do You Get A Unicorn?Survivability

What this math essentially translates to in the real game world is:

Over the course of the entire game and especially if you play like i do which is an entire area at at time without stopping for the bonfire if i can help it. With the heavy armour and the Estus Ring, including the use of the Sun Princess Ring and the Ethereal Oak Shield i use less of my health per each hit i take, and as a result regardless of HP bar health pool i have more wiggle room before i die. This allows me ample time to plan, or not panic and roll, and increase greatly my chances of surviving by having more wiggle room to drink an estus before i die. Surviving to a boss or an enemy mob horde is alot easier when you have that wiggle room. Hard areas like the wolves and those trees, and all those dudes on the ramp to get the Follower Javelin Which can have you contending with 7 dudes, 3 tress, and 5 wolves all at once... All of those hard scenarios including defeating the Elite Knights near Oceiros, the Consumed King become a lot harder if you do not have that wiggle room to heal up and use your Reserved Health.

What the devs where trying to achieve in my opinion was balance over the long term. Meaning that on the direct onset, a few extra points saved doesnt seem like a whole lot. But if you spread that out across the potential Estus Flasks one has, and health pool, it really does make a significant difference ESPECIALLY if you use auto healing items like the Sun Princess Ring and the Ethereal Oak Shield.

In the end it can be summed up by saying:

Ride Wife... Life Good. no wait.

Less damage taken = More sustained damage output

Less damage taken = Less need to heal during key moments

Less damage taken = Less panicking and rolling therfore lowering FP for attack

Less damage taken = More health from the perspective of time, especially with auto heal items.

Less damage taken = Life good.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2643196777					

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