How does Damage Reduction balance with Recovery in Armour?
It seems that Damage Reduction (DR) balances with Recovery. I've noticed that the larger the DR the more of a Recovery penalty there is.
How does the balance between these two stats work? I assume that front-line characters will need the heavier armour, so what penalties do they suffer, with -50% Recovery, for example?

It seems that because there are no feats in this game, as per the older D&D games, I could put this heavy armour on my mage character, or light on my fighter, with only the penalty to recovering being a disadvantage. So I think understanding this mechanic is important to how I outfit my team.
It's detailed in game as the following.

Recovery is the amount of time that a character spends between actions. Longer actions result in proportionally longer Recovery. Armor also has a large effect on Recovery. Generally heavier armor, inflicts longer Recovery penalties.
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How is damage reduction calculated?
Basically every source of DR is multiplicative in the game. Damage taken: DMG = 100 Damage reduction, source 1: DR1 = 30% Damage reduction, source 2: DR2 = 40% ActualDamage = DMG*(1-DR1)*(1-DR2) 100*(1-0.3)*(1-0.4) = 42 damage taken Actual DR = 42-100=58% DR If it was additive it would look like t\u2026What does damage reduction mean?
Damage Reduction reduces the amount of damage by a flat percentage. So in your example of 2.5%, this could be the equivalent of 100 armor points, or 500 armor points depending on your level.Damage Reduction Guide - Diablo 3
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