You get 30% damage reduction not counting armor. The armor you get from gear and skills does not stack with it. So let's say you have 15% reduction from armor, that does not make it 45% but it remains 30%.
But when you get let's say 40% reduction from armor, you are now at 40%. So after 30% reduction, you get the benefit from more armor.
I pressume this is made so monks and barbarians can have a bit easier time surviving at the start until they get some cool survival tools.
Not sure if i like it, i always liked the playstyle of the melee weak at start-stronger as you progress type.
This makes no sense when applied to this kind of game though, as no one is really worried about survivability between classes before level 30. This change is ment to help in the second half of the game or even anything past normal difficulty where a significant chance of dieing starts to show and thus the melee characters begin to become disadvantaged as they take much more damage than ranged charaters.
By addining it to the list of DR multipliers it significantly effects the late game in a positive way for these more heavliy abused characters.
Edit for specifics: In your examples getting 15% DR from armor would turn melee DR into about 40% DR (ex 100 dmge -30% (base)= 70 -15% (armor) = 59.5 OR 100-15%=85-30%=59.5
It doesn't matter what order you apply it in. This is called the commutative property for those who are less mathmatically inclined.
and adding 40% armor would result in 58 DR total 100-30%=70-40%=42
Edited by Raptorbonz42, 13 March 2012 - 02:02 AM.