Armor and Magic Resist Questions
Is the damage reduction % based, or do I mitigate 1 AD per 1 Armor? I'd like to be able to better calculate what amount of resistance actually has an effect on me living longer in games.
Is the damage reduction % based, or do I mitigate 1 AD per 1 Armor? I'd like to be able to better calculate what amount of resistance actually has an effect on me living longer in games.
It's percent based. You can tell by hovering over the stat in game.
It's percentage based with a diminishing effect. So 40 to 50 armour is a bigger difference than 100 to 110
It's percentage based with a diminishing effect. So 40 to 50 armour is a bigger difference than 100 to 110
I have to jump in and correct this/make sure you meant something else.
Resistances do not have diminishing returns. Ignoring penetration/reduction, 1 point of armor will ALWAYS increase one's effective health against physical damage by 1% of one's total health. While the numerical value of the percent reduction goes up more slowly as resistances increase, the significance of changes in numerical value also go up. Going from 0% reduction (0 armor) to 50% reduction (100 armor) provides the exact same benefit as going from 50% reduction (100 armor) to 66.67% reduction (200 armor).
If that's what you meant, that's fine. I've spent many years trying to quelch the incorrect idea of resistances (and things that use the same or a similar formula) having diminishing returns (in multiple games), so I have to pounce when I see the idea potentially being thought and spread.
Beat me to it haha
People don't seem to understand that if armor/mr have "diminishing returns" as they see it (they don't), you have to apply the same logic to AD, AP, and HP.
10 AD at 100 total AD is only a 10% increase, while 10 AD at 200 total AD is only a 5% increase.
People like to think in terms of relativity for armor/mr, but not the other stats for some reason. [sg-lux-2]
On an effective health basis, armor does not give diminishing returns. +1 armor gives + 1% effective health.
Ignoring armor reduction stats because they just complicate the calculation.
Say you start with 0 armor and 1000hp
It will take 1000 base damage to kill you
Add 50 armor and plug this into the resistance formula and you get receive 67% of the base damage, meaning it will take 1500 base damage to kill you, a 500 increase in effective hps.
Add another 50 and you will receive 50% of the base damage, meaning it will take 2000 base damage to kill you. So the additional armor still added 500 effective hps even though you went from 50-100 instead if 0-50
Damage = base damage * 100/(100 + resistance)
Or if resistance is negative
Damage = base damage * (2 - 100/(100 - resistance))
Resistance = (base resistance - flat shred) * (100% - %shred)/100% * (100% - %pen)/100% - flat pen
The easiest way to think about it is as health.
1 armor/mr= 1 hp for every 100 HP you have.
The % reduction value it gives is a representative value.
#You do not gain less out of each additional point of armor/mr.
You gain exactly 1% of your HP as additional effective health vs the respective damage type.
However, there are thresholds where straight health will be more effective than armor/MR as far as gold translating to EHP efficiently.