"Too much damage" (with math)

Azeranth··3 votes·381 views

Lethality is absurd. The quantity of damage in the game is actually absurd, and it's got an unexpected source. Armor is too high.

So, this entire explanation will revolve around a concept called effective health. Effective health is a number which represent how much premitigated damage a champion can take. Every armor adds 1% of nominal to effective health, due to the way that the damage reduction stacks. This becomes important to squishies when you consider the disparity in their effective and nominal health pools.

So, I will now use a lot of math, the numbers of which I welcome you to investigate. Draven, a considerably lower ranged ADC, at level 18 has 96 armor and 1951.76 health. This is 3825.45 effective health at level 18.

Now, Miss Fortune, a surprisingly ranged ADC has a level 18 base AD of 71, with 165 Bonus AD from the three lethality items (costs 8900 gold total). MF’s Q deals 100+100% AD this is doubled by crit which is automatic on the second target. This is 672 damage. Followed by a single Auto attack dealing an additional 472 when factoring in lovetap. For a total of 1144 damage. Because Q does damage to the minion it kills first it resets lovetap, so if this combo is reversed it deals a total of 1380 damage from a Q and a right click. Please keep in mind, this is adding in no additional on hit effect, buffs from Ally champions, duskblade proc, or rune bonuses to AD as well as not even considering ult or E. Furthermore, Q is on a 3 second CD, with out CDR. Then, the three items alone give 20% CDR, essentially, this combo is always up and costs nothing.

Now, let's deal this damage to the level 18 draven, who theoretically could be in an immense lead, with an entire item and boots advantage. He still gains nearly no health or armor.

Because the 60 lethality makes Draven’s armor a mere 36, his effective health vs MF’s damage is only 2653.36 health. He takes the 1380 damage (which yes, using the adjusted effective health Draven does take relatively) which works out as 52% of the Draven's max health. Be reminded, that this is not accounting for any additional on hit effects, runes, vulnerabilities, or buffs.

Now, let's tweak this around, so the draven has only 20 armor. Yet has the same amount of effective health. This is 3187 nominal health. This is still only 3825 effective health. So in a 0 pen matchup, the Draven is equally strong. Now, draven is essentially taking true damage due to the MF’s pen and thus takes 1380 against his 3187 health. In this situation, the Draven only takes 37% of his health in this combo. This is a 15% change in the damage Draven takes, even though he is essentially taking true damage as well as his effective health remaining unchanged. Without receiving a buff, this tweak in the ratio of health and armor, lethality has been toned back.

For the purposes of convenience and avoiding further argument, I will acknowledge that this adjustment will have ripple effect out on other champions, such as max health damage. But I think this is an essential exercise in recognizing and understanding the math behind the game. Penetration is difficult to balance. Making it too expensive or too little just makes it not worth. Make too much of it available and they will essentially deal deal true damage. It is important that Riot expand the set of levers and dials they can turn to adjust damage of lethality. True damage and pen are hard to balance in this regard, utilizing these tools of “armor/health ratio for equal effective health” is important to expand balance technique.

For those curious as to how this kind of ridiculousness emerged, it's a concept called power creep. Gradually the numbers of base AD and Armor have slowly been slipping higher and higher. Specifically Armor, it's been growing too much, and as armor becomes more and more valuable as a base stat due to the extent to which it contributes to effective health. Please, everyone, bring this to Riot’s attention so they have a real and effective tool to tweak lethality without ruining everything else

IMPORTANT EDIT: I used the 20 armor as an extreme case and it is relevant to note that even when the Draven has 63 armor and the MF build 60 lethality leaving only 3 armor. (MF gets maximum use of her lethality) the Draven still takes 8% less of max health. While my example is intentionally extreme to highlight how significant the impact can be, it hold in significance even at higher armors and is even more extreme with lower lethality numbers. This balance technique discourages stacking lethality while still making it useful

5 Comments

nm10104 votes

So you took away armor from Draven while increasing his HP, but the bronze 5 MF still bought 40 lethality that was worthless? If armor was actually that low people would just buy AD/crit instead of additional lethality items and nothing would change.

Azeranth1 votes

Yes, but the same effective health means that the Draven is equally durable to the same amount of incoming physical damage from attack speed and crit. That's why effective health is so important, because the ratio of armor to nominal health is significant to the way in which penetration can interact with the effective health.

By decreasing the armor health ratio, without changing effective health, there is a lessened impact of lethality without making them tankier against regular damage ie from monsters or minions or bruisers. The intent is to discourage lethality in kits it doesn't go well with

LordGeovanni1 votes

Did you account for the fact that draven does more damage (and gets it faster too) and thus lifesteal is more effective on him than it is on mf

Azeranth1 votes

Yes, because the first and range onF negates Draven's lead

GigglesO1 votes

{quoted}

For those curious as to how this kind of ridiculousness emerged, it's a concept called power creep. Gradually the numbers of base AD and Armor have slowly been slipping higher and higher. Specifically Armor, it's been growing too much, and as armor becomes more and more valuable as a base stat due to the extent to which it contributes to effective health.

Ummm No. defense values have only been decreased since S1. Look at randuins omen. It used to give 600 HP and 80 ARMOR... Warmogs Used to give 1500 hp. Fon gave 72MR...

Keep looking in lane hp regen ---> nerfed Defense runes mostly taken away. The issue is that damage is just too high. Stop trying to make up excuses about its too high because armor is high.

Adc's used to build defense items because they were just as good as another offence item... When is the last time you see an adc effectively use a tank item that didn't just amp their damage? AKA black cleaver or stereks gauge type item? Last time I saw an adc build defense was S3 with banshees and randuins...

Please let me repeat damage is just too high.

More from Gameplay

More by Azeranth