how game mechanics works(part1: damage and resistances)

rawiazam1·8/23/2018, 6:35:27 PM·1 votes·708 views

Hey everyone, i decided to start a series where is discuss game mechanics in detail about how they work, calculated and some tips and some hidden mechanics

in this part i'll talk about how damage works and how it is calculated, how resistances affect it, armor penetration and crits

#damage:

for damage, there are three main types:

  1. physical damage: a type of damage that is affected by armor
  2. magic damage: a type of damage that is affected by magic resist
  3. true damage: a type of damage the isn't affected by resistances.

for each type pf damage there are 5 sub-categories(taken from wiki):

##ability damage:

  • Ability damage is the damage type inflicted by almost all abilities
  • Ability damage will apply spell effects, including spell vamp.
  • Some abilities grant the champion bonus ability damage on their attacks. As a standard, however, most effects that trigger on a champion's basic attacks (including those sourced from an ability) deal on-hit damage.
  • Some abilities modify the champion's attacks to deal ability damage.
  • Most spell effects inflict ability damage, allowing them to trigger other spell effects (excluding itself).

##basic attack damage:

  • Basic attacks will trigger on-hit effects once. Some abilities and items can increase this.
  • Physical basic attack damage will apply life steal. This means modified basic attacks that deal magic or true damage( for example: corki's passive and nidalee's q) but they must be classified as basic attacks

##Bleed damage: Bleed damage, or damage over time (DoT), is the classification for many of the game's lesser damage over times, which are in most cases attached to a basic attack but is also applied by some spell effects

  • Bleed damage applies neither on-hit effects, life steal nor spell effects.

##On-hit damage is the classification for the damage dealt by on-hit effects, which are effects that trigger when a basic attack hits.

##On-hit damage: On-hit damage is the classification for the damage dealt by on-hit effects, which are effects that trigger when a basic attack hits.

  • On-hit damage applies neither on-hit effects, life steal nor spell effects.

##Splash damage: Splash damage, or area of effect damage (AoE), is the damage type applied by some area of effects that deals damage in a defined area, either around the target or in a chosen place.

  • Note that not all area of effects that occur on basic attacks are classified as splash damage.
  • Splash damage applies neither on-hit effects, life steal nor spell effects.

important note: item 3116 isn't considered a spell effect and will apply to all damage types except auto attack damage


#resistance penetration& crits: ##resistance peneteration:

resistance penetration is a CLASS of champion statistics that reduces the effectiveness of a target's resistances(armor / magic resist), note that the calculation for armor and magic resist are identical. the order of it's calculation is:

target's side:

  1. resistance reduction, flat.
  2. resistance reduction, precentage. dealer's side:
  3. resistance penetration, percentage
  4. resistance penetration, flat

resistance reduction are effects that reduce the affected champion's resistance to everyone examples are: nasus's e, kayle's passive. resistance penetration are effects the reduce the affected champion's resistance ONLY to the champion who has those statistics.

note that precentage reduction and precentage penetration stacks multiplicatively

##lethality: lethality is simply a term for flat armor penetration by level the formula for how much armor pen per level is: Flat Armor Penetration = lethality * (0.6 + 0.4 * level ÷ 18)

##critical strikes: critical strike is a baisc attack or ability that deals twice it's damage. for basic attack critticals: crit chance is defined by items that you buy. and the chance itself is DYNAMIC. if you didn't crit while your crit chance is above 0, your chance to crit increases untill you crit. and if u crit the chance decreases untill u don't(except 100%)



#the math:

each damage is multiplied by a certain number. the number is as follows.

damage multiplier = 100 ÷ resistance + 100 damage = multiplier * pre-metigation damage appling the two formulas together:

damage = pre-metigation damage ÷ (resistance ÷ 100) + 1

there is also something called effective health: effective health is if you were to have 0 resistances. how much health you'll have factoring the armor.

for example: 1000 hp with 100 amror is like 2000 hp with 0 armor.

the formula is: effective hp = hp * (resistance ÷ 100 + 1)

how resitances are calculated? by simply substracting the penetration from them. for example:

200 armor with 30% armor reduction and 45% armor pen with 10 lethality at level 18 will be:

200 - 200 * 0.3 = 140 140 - 140*0.45 = 77 77 - 10 = 67. the target will take damage as it had 67 armor.

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