That is to say, percentage based ArP suffers diminishing returns for heavily sundered units in terms of raw ArP value, especially for those with very low armor value. So let's do this for different armor values, the rule of thumbs are: As of Patch 4. Instead of ignoring armor from the base value of the target immediately, it takes into account the effects of Sunder ArmorExpose ArmorFaerie FireCurse of WeaknessStingand Acid Spit and then does a post operation of the value when it calculates mace specialization and piercing shots. Computing the cap is a little tricky unless you are already familiar with how World of Warcraft armor works.
It seems weird to me a source like EJ would make such a big mistake.
[Death Knight] the armor penetration dicussion
The forumulas GC used should still be accurate, because they work with percentages and not ratings. As you have noticed multiplicative factors like f in this example always cancel out for the final equation, which proves my statement on Misconception 1. Armor Penetration has been with us in one form or another for quite a while now. Its not worth it to stack arp for us imo. What you need to know before going with a smaller wireless carrier. As a Hunter, for instance, if an encounter heavily featured AoE, that would bring into play significant amounts of Arcane and Fire damage that derive no benefit from Arp, thus pushing the scale in favour of Agi. The previous numbers were