your math is flawed though. Sure the damage is mitigated by 99% plus some decimal percent, but the original power calculation before armor is still in the millions, so that decimal percent still has the potential to be massive, considering the health pool a player has. The difference between full berserker, and full minstrels is around 1200 armor or a 54% increase in armor, or a 54% increase in damage mitigated. That's default damage right? If you smack anything with a wet noodle the damage is going to be close no matter who you hit sure.Now imagine instead of doing 828 damage, you land a Churning Earth on a full zerk weaver with bloodlust stacks, and it crits.then the calculation is more like: Zerk -> (1,100 weapon damage 4001 power 3.5 skill coefficient) / 2211 armor = 4,473 damage x (2.52 crit) = 17,556 damageMinstrel-> (1,100 4001 3.5) / 2211 (1,100 4001 3.5) / 3443 = 4,473 x (2.52 crit) = 11,274 damage. The difference isn't 300 anymore. Its 6282 damage. To get these kinds of numbers, players have to use high damage skills, paired with THREE stat investments, power, precision, and ferocity plus the inevitable channeling time investment. Just to have it reduced by such a massive margin by a single passive armor stat. The lesson here is toughness has diminishing returns. Power has diminishing returns because toughness exists. Condition damage has no diminishing returns because it ignores armor so it became a broken stat the day they buffed burning/poison/torment stacking to make condi builds comparable in average dps. Therefore, toughness is overtuned in an environment where condition damage is negligible (when a class or group has near unlimited condition clearing, i.e. literally all of WvW).