[GAMEPLAY] Towers can't decide if they want 0, 6 or 30 armor

Kaboomi12·11/14/2015, 11:06:19 AM·4 votes·800 views

Recently I've been playing a lot of ADC to try out the new changes, when I came upon a weird bug. My damage onto towers was not consistent, so I tried to look at the tower's stats. Outer turrets: When noone is near jumps from 200 to 230 every few seconds. When minions are near they jump from 0 to 30 every few seconds Inner turrets: Their jumps seem to be between 0 and 6 armor when minions are nearby. Inhibitor and nexus turrets: I have not seen any change to their armor.

14 Comments

Ionian11/14/2015, 12:07:43 PM3 votes

Thought I was the only one noticing this, every autoattack my damage to turrets is different lol.

Mr Malrin11/14/2015, 12:23:08 PM2 votes

Does nobody read patch notes?

http://na.leagueoflegends.com/en/news/game-updates/patch/patch-522-notes

Turret resistances

BASE ARMOR AND MAGIC RESIST : 100 ⇒ 0

new WE CAN REBUILD : Turrets gain 2 armor and magic resist per minute, up to a maximum of 30. Outer towers begin scaling at game-start, Inner towers at 15 minutes, Inhibitor & Nexus towers at 30 minutes.

REINFORCED ARMOR : Turrets gain 300 ⇒ 200 armor and magic resist if no minions are nearby

Yannadofficial11/16/2015, 11:56:45 AM2 votes

It is a bug due to the introduction of new turrets passive.

All turrets should be stacking armor over time up to 30. But even if they are stacking their armor drop periodically ( every half a second almost) to 0.

This is not a visual bug.

Furthermore, time spent at 0 armor seems longer than at 30, making tower destruction incredibly easy.

This issue occurs in every mod, and cannot be linked to any item, champ...

Mr Malrin11/14/2015, 10:08:58 PM1 votes

I tested it 5 times and also went into my PBE account and tested it there as well. Every minute their base goes up by 2 and the flat amount with minions did exactly as it was supposed to every time. now the flat and the bonus per minute are added together so with time and at every whole minute if you don't level up (which passively grants u AD) your damage will fluctuate some. later in the game it fluctuates more. Turrets were given more flat health but their resistances were massively reduced so yes they are designed to fall much faster its all in the notes and videos explaining the changes. your damage being reduced is completely dependent on Damage+Penetration-Resist. with time even if you never back and buy anything these numbers will constantly change.

show me a video of what you are talking about because I'm unable to duplicate it, with the video I can provide the answer you are seeking.

Mr Malrin11/14/2015, 10:53:26 PM1 votes

yeah the fluctuation is due to the passive that it builds up. it isn't a static number due to the addition of the minion bonus so their coding makes it do the bobble (which won't exist once they launch the new client) so that part is working as they have it coded that way because the passive build up over time is in old school if-then coding and when you have that coupled with non-whole numbers in time it bobbles.

the damage fluctuation you are seeing is coinciding with these minor jumps and 48-46=2.... 2 damage is easily explained with the fraction theory I previously posted as armor is a flat number but if you look at the % in your own resistances (hit C and hover over it) that % is a flat % but it also has an extra 2 decimals behind it that are not listed (again its RIOT's coding and what we are visually shown that are not the same exactly) so if you take a % and a rounded number and put them together you get fluctuation. It's not enough of a difference to really change the game in any way though so nothing to worry about.

Mr Malrin11/15/2015, 4:23:37 PM1 votes

also note that u can crit on a tower hit and later in the game when the resistances are much higher and your ad is also much higher there are going to be bigger amounts of differences in damage dealt.

I get what you are saying, it does give the impression that damage is not consistent to the towers but the way things are coded and then you have to factor in ping/lag into the equation and it's going to look that way sometimes.

Mr Malrin11/15/2015, 4:45:30 PM1 votes

the lag/ping depending on when the minions get in the range for the numbers to go up.

Mr Malrin11/14/2015, 9:12:21 PM1 votes

its clearly stated right there. their armor goes up/down based on minion presence.

also your own armor penetration and any factors/items that cause your armor penetration to change will change the amount of damage inflicted.

there are also other factors that can change the damage since they have things coded into decimal's therefore auto attacks can fluctuate slightly based on the actual damage inflicted. we are only given the solid number ex Turret HP=1500. But our damage is actually into the 100ths or X.YY and a few attacks will actually change your numbers you are being shown because we are only granted a visual of WHOLE numbers like 12 or 15 when in reality we may be doing 12.13 or 15.76 damage. So all of this combined can give you a bunch of different variables. We are not given an exact distance that minion presence becomes a factor, they left that kind of information out of any explanation/description. So you may see turret info fluctuating but it's just due to things have X.YY coding and only a visual representation of ~X. Check out some champs and masteries along with items in late game and you may notice that your own resistances fluctuate even when standing still out in a bush with nothing around. it works the same way with homeguard boots. recall once with homeguards on with no one around.... you see that your runspeed is fluctuating? that's because it is based off of a percentage yet we are only given the whole number without decimals as visual representation.

I hope that this has cleared some of those fluctuations you may be noticing, but it is not a bug and it's working as intended. The coders/programmers just don't give us the minute details as it's really not needed for us to play the game, what they give us is a frame of reference so that we can see what is being affected and by how much more or less. Going deeper into the decimals of champion/ability/item/map statistics is way too much information that we really don't need access to. The flat numbers give us all we truly need to do what we want with the champions.