The bug fix to Armour Explosion didn't just stop chain reactions, it was a MUCH bigger nerf. Here is why:

TL;DR: Because of how PoE 2 seems to process hit ordering, the Devastate/Armor Explosion combo will no longer trigger on every enemy you Heavy Stun in your active skill's AoE.
First, I'll explain how/why Armor Explosion was changed. From Patch Notes:
Fixed a bug where the Explosion from the Armour Explosion Support could trigger itself recursively.
Armor Explosion specifies that the triggered explosion "Cannot break armour". However, there was (at least one) workaround to this by using the Devastate support gem. Devestate causes linked skills to fully break the armor if that skill inflicts a Heavy Stun, and linking Devastate and Armour Explosion to the same skill allowed for them to support each other and (for some reason) bypass the "Cannot break armour" effect to allow for the triggered explosions to chain react as long as they were Heavy Stunning (this was easy to do with some investment).
This was definitely a bug because it was inconsistent will other sources of "Cannot break armour," namely Leap Slam and the Exploit Weakness support gem. Linking Devastate to either of these gems and inflicting a Heavy Stun does not break armor, meaning that Armour Explosion was an inconsistency.
However, what I don't think was intentional was just HOW MUCH WORSE ARMOUR EXPLOSION GOT AS A RESULT OF THIS CHANGE!
I'll explain why by showing a few GIFs of me using Rolling Slam linked with Armour Explosion and Devastate in the latest patch:
https://i.redd.it/tm46keczaj7e1.gif
In this first example, Rolling Slam is hitting (and Heavy Stunning) the 2 skeletons in the middle, with them far enough away from each other that their Armour Explosions don't hit each other. We see 1 explosion from each of them for 2 explosions total. If this was pre-patch, we would see 4 explosions, as the other 2 skeletons that weren't hit by Rolling Slam would still have been Heavy Stunned by Armor Explosion, triggering a Devastate Armour Break into another Armor Explosion trigger for each of them. Only 2 explosions is how the Devastate/Armour Explosion was always supposed to work (based on the description), with every enemy you Heavy Stun with the active skill having their armor broken and triggering an explosion, but enemies hit by the just the explosion will not have their armor broken.
So if we want to trigger an Armor Explosion, we must actually hit the enemy with the original skill. Let's try this again, except we hit 3 enemies bunched together with Rolling Slam:
https://i.redd.it/0yav9k39bj7e1.gif
Here, Rolling Slam looks like it is hitting (and Heavy Stunning) all 3 skeletons, BUT WE ONLY SEE ONE ARMOUR EXPLOSION TRIGGER. Though this GIF is just one example, I've tested this interaction a bunch more against much tankier enemies and can confirm that if the enemies are too close together, then Armor Explosion won't trigger on every enemy Heavy Stunned in Rolling Slam's AoE.
Why is this? Obviously I don't have the source code, but from reverse engineering I think I have a pretty good idea why. I believe it has to do with how PoE 2 seems to process the order of hits.
In this case, when the AoE hit from Rolling Slam comes out, it seems to first check for the "closest" enemy to the center of the AoE. This enemy gets hit, and the damage/effects from this singular hit gets processed BEFORE any other enemy in the area gets hit by Rolling Slam. To put it another way, when you use any AoE skill, the first enemy processes its damage and effects (including the Heavy Stun -> Armour Break -> Armour Explosion combo) BEFORE any of the other enemies in the original AoE skill take damage from the original AoE skill. This means even though ALL of the enemies are in Rolling Slam's AoE, most of the enemies are going to be hit a triggered Armor Explosion BEFORE they get hit by Rolling Slam.
In the above GIF, we aren't seeing 3 enemies getting hit by Rolling Slam, we are seeing 1 enemy get hit by Rolling Slam and the other 2 enemies getting hit (and killed) by the first enemy's Armour Explosion. THIS IS VERY BAD FOR US because any enemies Heavy Stunned by Armour Explosion now have the "Immobilize Resistance" mechanic, meaning we probably aren't stunning them with the hit that can trigger the Devastate -> Armour Explosion combo. This wasn't a concern pre-patch because either hit could trigger Devastate, but now we would need to hit an impossibly difficult sweet spot in order to trigger Armor Explosion on clustered enemies.
But this is totally fine because it's not like the whole purpose of Armor Explosion is to deal with clustered enemies, right? RIGHT?
Admittedly, the Devastate/Armour Explosion combo isn't entirely worthless, as more stun resistant groups are more likely to trigger more explosions (e.g. Magic packs), meaning we get the damage where it counts the most. However, because the enemies farthest from the center of your AoE attack should be the lowest priority for hit ordering, they are almost certainly going to be Heavy Stunned by another enemy's explosion before you get a chance to Devastate them, reducing our overall AoE clear potential much more than just stopping the chain reactions.
Overall, the new patch made Armor Explosion really messy and inconsistent and I really hope GGG addresses their (likely unintentionally) heavy handed nerf to an archetype that didn't deserve to be made even slower.
Comments
Test with other skills.
Rolling Slam might just be a buggy mess. The skill barely functions with supports.
Just tested devastate + armor explosion on flash grenade and it looks like I'm still getting explosions on every enemy in the AoE.
There goes 90% of warriors clear abilities. Nice one ggg
Oh I was wondering how armor break was clearing entire screens of mobs with a single basic attack on one enemy in a youtube guide.
Yeah, this messed up my magma slinging build. I’ll probably respec and drop armor explosion, devastate and armor scavenger.
Was a really unique interaction and I’m a little bummed it got changed.
Well, thats it for warrior i think. Or i need to change my whole atlas again for molten strike so i can at least do some ranged damage?
F for our warrior builds, our clear just got absolutely dumpstered.
I have no idea what you just said but here’s your upvote because my “mace hit screen explode” build was nerfed 😂
Yesterday mapping was fun, today it sucks. Thanks for this ggg
Please make sure you check the Known Issues List or the Bug Report Forums for any pre-existing bug reports related to your issue. Duplicate reports on Reddit may be removed.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
Armor Explosion specifies that the triggered explosion "Cannot break armour". However, there was (at least one) workaround to this by using the Devastate support gem. Devestate causes linked skills to fully break the armor if that skill inflicts a Heavy Stun, and linking Devastate and Armour Explosion to the same skill allowed for them to support each other and (for some reason) bypass the "Cannot break armour" effect.
The "Cannot break armour" tag was added in 0.1.0E. It didn't have that tag pre-patch.
So there was no bug. The ability worked correctly according to the description.
It's a straight up nerf, and it's really weird that it's tucked away under the disguise of a bug fix in the patch notes. I would love to have some clarifications behind this design change from the devs.
I've noticed inconsistent handling with boneshatter as well. Most of the time it's fine but there are plenty of times where it will kill a primed enemy and not set off an explosion.
I'm DW so I believe it has to do with two hits on boneshatter, with only the second hit applying an explosion, so if they die from the first hit, no explosion.
Some completely broken builds running around and will continue to do so for months, while warrior that is barely surviving has his only good clear skiill that is not clunky and slow nerfed and useless now. Who the fuck will choose warbringer now for the armour break?
The only thing warrior is good now is setting up a huge bonk on bosses, but for maps it is the worst class, there is no debate.
Bro i was using Shield Wall into Resonating Shield + Armour Explosion. It was my only clear. I went full shield spec on tree and now have no damage or clear.
The above interaction you are describing makes me even more worried because i now see almost zero use for shield skills or armour explosion as clear outside of their most common use case ie boneshatter/molten strike.
I guess ill look up a build guide for warrior and forget about trying to come up with my own build as any build i try to make has probably already been made and i can just skip the learning process and copy someone else's build to save time.
They only added the "Cannot break armour" tag to the explosion part of Armour Explosion after this recent "bug fix". Before it just had the damage conversion and radius. From my history with GGG this is nothing more than an intended nerf disguised as a bug fix.