Theorycrafting: All tanks steroids come with a small scaling % damage reduction

Tik115··4 votes·532 views

For example

Nautilus

When he uses his W it doesn't give as much defense as it currently does (For the sake of argument lets say it gives half as much) but comes with ether a Scale with rank or Scale with stat % damage reduction

So (Pulling the % numbers out of my rear here but still, context)

Currently with item 3265 item 3110 item 3143 item 3083 item 3102 item 3075 his AR,MR and HP would be (disregarding diminishing returns which hey that's another idea, remove that from Armour and MR, runes and masteries)

Health: 3780 Armour: 351 Magic resist: 133

so his shield would be around 740

But what if the shield had ether a flat (Say 2 - 10% damage reduction) or a scaling (say 1-5% of combined AR and MR) Damage reduction

Say an ADC does 1k damage a hit and since 1 Armour is 1% effective health Naut technically has 3780 normal health + 740 tempt health with his shield and 13267 "Effective" health (351% of his normal health) from so that would mean (give or take) it would take 20 shots to kill him, that's if Armour pen wasn't a thing with item 3035 he has 157 Armour and thus 5934 effective health, just about half as many shots, and this is just if an ADC is hitting them

comparatively if he had the % damage reduction then the ADC would be dealing ether 900 a hit if it was a flat reduction or (going by the 5%) 800 when the W is active so doing the match

3780 + 740 + 5934 effective / 800 would be around 12 shots or 11 with the flat damage reduction, "It's just like one extra shot" you may argue but at the same time that might be enough to throw out one more spell or give your team that little bit of time to take out other targets

The idea of this is to see what people think on giving tanks with activate defense steroids a % damage reduction since nowadays Tanks are being obsolete and Bruisers are just "Tanks but better" giving Tanks this might make them relevant again

4 Comments

Erockandroll3 votes

Not really a good Idea. Though I agree that Some Tank Champs should have more Scaling with Resistance Items, it should not be a True defense.

We really should not strive for unkillable tanks. Because Tanks exist, you need a tank buster. Which is why I feel like LW is in a fair position as it is. Considering that the only person who can deal with the tank is the person with the LW, which is also the glass cannon.

Tanks should be Rewarded for doing their Job, which is is being the tanky frontline. This means getting stronger when when engaging and being surrounded. A Prime example of this would be Maoki with his Ult. Reducing Damage to him from everyone in range and reflecting damage back at the enemy.

The Paulrus2 votes

I'd say either this or some kind of true defense steroid, similar to true damage, that reduces all incoming damage by a certain amount, after armor/magic pen is applied and applies to true damage as well.

qetzel1 votes

Firstly, armour and MR do not have diminishing returns. Each point of armour increases your effective health by one percent. Examples help.

Say you have 1 armour and 1000 health. Your effective health against physical damage is now 1010. Then you buy another point of armour. Your effective health is now 1020 - you add the same amount!

When you buy 100 armour, you double your effetive health. say you have 1000 health and 100 armour - you now have 2000 effective health.

So why do poplethink armour has diminishing returns? Each point of armour increases your effective health by the same amount. The first 100 armour gives you 1000 health, so you double your effetive health. The second gives you another 1000 health - but 3000=2000 x 1.5

The trick to getting the most out of your armour is to buy health. 100 armour and 500 health = 200 armour. A mixture of health and armour is best.

It is odd that you use effective health in your calculations, but still think that diminishing returns exist.

Secondly, I voted no to this change. I have the... seemingly unpopular opinion that tanks are in a good spot right now - not unkillable, but strong enough to suvive many times longer than a squishy target. They still perform their job in teamfights.

DisasterSola1 votes

{quoted}

Secondly, I voted no to this change. I have the... seemingly unpopular opinion that tanks are in a good spot right now - not unkillable, but strong enough to suvive many times longer than a squishy target. They still perform their job in teamfights.

A 5000HP non-%HP regen tank (Nautilus, volibear, zac, taric, rammus) gets blows up in 3~5 seconds by an ADC/assassin combo in the case of initiation.

that whole "dont focus the tank" thing doesnt apply when the tank is just another easy kill. Tanks cant even do their job because they die so fast. And since most "tanks" dont have mobility.... they have to commit 100% to the fight and cant cop out like an ADC.

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