In a recent post by Ghostcrawler (GC) has announced that there will be a nerf on Armor Penetration in 3.2.2. This is an early notice to everyone so that they understand and can prepare for the forthcoming changes. In other words, when selecting gear and gemming keep this in mind for 3.2.2 as things will change (who wants to replace expensive epic gems right?). Before we get down to the nitty gritty lets go over exactly what has been announced. For a full view of follow-up posts by GC and massive amounts of QQ check here.
Quote from: Ghostcrawler (Source)The nerf to armor pen in 3.2.2 is intentional. Compared to the recent buff where we increased the value of armor rating to 125%, this nerf would take it back down to 110%. While we are still evaluating the effects of this change in the 3.2.2 build, we did want to let you know of the possibility in case you were about to spend a lot on armor pen gems.In fact, this was really the point. Several melee specs (and Marksman hunters) had begun to focus on armor pen at the expense of all other stats. Gear without armor pen was being passed over and gem sockets were increasingly being filled with just this one stat. While every spec has stats that are more valuable than others, this one felt like it was starting to trump everything. Not coincidentally, characters stacking lots of armor pen were starting to do more damage than their peers and more damage than we were comfortable with.This change is largely for PvE reasons, though we won’t cry at all if melee damage in PvP drops a little as a result.We’re letting you know now so that this doesn’t feel like a stealth nerf, assuming it goes live. While you might disagree or be frustrated by the change (though I also suspect it won’t come as a surprise to many players), we ask that you try and keep your response to something appropriate for these forums.
Armor penetration (sometimes abbreviated ArP or called armor pen) is a value appearing on many items, talents, and abilities that indicates the percentage of armor that will be ignored by an attack. ArP is unique in that the more ArP you have, the greater the increase in damage becomes. Since Patch 3.0, all items with armor penetration have been modified to a rating system that affects a percentage of armor ignored. This means that gear scales more cleanly with all bosses but has a side effect of becoming less useful on low armor ones.
- Hard Capping refers to reaching the 100% mark (1231.6 ArP) through ArP gained from gear and gems
- Soft Capping refers to reaching the 100% mark through Arp gained from gear, gems & a trinket that procs ArP such as Mjolner’s Runestone or Grim Toll. As an example, if you have a runestone equipped which provides a 665 ArP buff, you would only require 566.6 ArP from gear/gems to reach the 100% cap.
- In 3.2.0 at level 80, 12.31623993 ArP is required to get 1% ArP
- In 3.2.2 at level 80, 13.99572719 ArP is required to get 1% Arp
Quote from: Ghostcrawler (Source)I wouldn’t focus too much on the issue of using too many of the same kind of gem. There are plenty of situations where that has been the case since BC (though it’s not ideal in a perfect world). Rather the case was that classes that had been using Agi or Str or whatever were now switching almost exclusively to armor pen and being greatly rewarded for it. Gear without armor pen was being passed over. Specs that benefited a lot from armor pen were outstripping specs in the same class. As many other players have concluded, it was just too good
- Check to see what upgrades are available to you (realistically)
- Add your current ArP + plausible upgrades to get your ArP potential
- Determine the delta between your plausible ArP vs 100% in 3.2.2 (1399.6 – Your Plasuible ArP)
- If your delta is less than 0 or close to 0, you are probably ok to gem to 100%, if your delta is pretty high, you should probably consider gemming agil until your delta is lower.