Let me elaborate on PoE1 DR vs PoE2 Penetration in a reply to Maculo's post.
it looks to me that either hitpoints need to be massively boosted or base damage toned down as combat is hardly lasting more than 5 to 6 rounds ( assume a round is 3s). In poe1 armor always reduced based damage and armor piercing modals only added back 5 damage, not a whopping 25 to 75% of multiplied damage, so damage look much bigger in poe2. We need combat to last much longer and not by overinflating recovery.
Yikes, that makes a big difference.
The full penetration buff of 30% is overkill on top of overkill it seems.
This is just the mathematically inevitable result of moving from threshold-based to percentage-based damage reduction. Notice this from earlier in that post:
for high armor/low pen the system worked just fine, it was for late game high damage that it somewhat broke. The reason it didn't scale late game was notablity because weapon quality increased at faster rate.
A threshold-based reduction works until the numbers get too high and the threshold increasingly becomes meaningless. 100 damage spell vs 10 DR, lol. Conversely, a percentage-based reduction might seem weak in the early game, but later on you might be encountering enemies with high armor that take 75% off of your triple-digit damage attacks.
Threshold-based - better at early game balance. Percentage-based - better at late game balance. But both are biased.
The guy actually realizes this and suggests that characters in PoE1 should have received bonus DR points on level up to fix it, which would be a serious departure from D&D conventions.
if armor had scaled with level of the character by a multiplcative factor or that constition or resolve had applied a multiplcative factor that armor would have scaled just fine.
The truth is, if these side effects of damage reduction annoy you, you should be rejecting BOTH of these systems - and calling for a return to traditional D&D mechanics where there is no damage reduction, only accuracy vs dodging.