Message to User:
In case you missed the memo, I can ban people who act like dicks.
There are plenty of other ways to make penetration fair between high and low-armor targets? Fair enough. I ask you to name but one way.
In case you missed the memo, armor penetration as it is on live scales faster than exponential. This is easy to illustrate through the formulas:
Where W is damage taken after armor, w the original armor, w_0 the armor constant. If we hold delta w fixed (at a negative value, for penetration) and vary original armor, this number clearly increases as armor decreases. An exponential scaling regime would keep 1+âˆ†W/W fixed at a constant for any constant change in armor âˆ†w. That is, it would just be b^âˆ†w.
It is desirable to keep the relative values of stats fixed and constant with respect to a metric (i.e. expected DPS) for the purposes of itemization, as this makes item budgeting considerably simpler. It also makes theorycrafting and class balancing simpler; once again, I challenge you to discover any other means to make armor penetration a "fair" stat across classes. Ultimately, the expectation of fairness compels us to ensure that item points themselves be "fair" and not favor any one class over another. How can we do this if the stats themselves are unfair? How can we do this if the relative values of stats varies across classes and across gear levels, meaning we can't predict with any generality how much class A gets from X item points compared to class B?