Armor and Magic Resist rework proposal
I feel the two main sources of defense could use a rework that would address issues of snowballing, clarity of how defenses work, and also fix the imbalance of defense penetration.
What is wrong with snowballing? Well, when the the outcome of an entire match is decided in the first 10 minutes of a match that can go for 30 to 40 minutes, that is pretty messed up because it wastes people's time. As for Clarity of how defenses work, here is the formula for calculating armor to percent damage reduction: Damage multiplier = 100/100+armor, 2-(100/100-armor). Can you reliably do those calculations mid game to determine the best item to buy at a certain moment? I certainly can't. As for defense penetration, armor penetration is too effective and magic penetration is not effective enough. Basically there are defense "plateaus" where a certain amount of armor or magic resist gives you enough protection to reach a certain percent of damage reduction, armor penetration goes overboard and effectively nullifies large amount of armor and therefore robs a tank of that "defense plateau", on the AP side:
, doesn't do enough so magic penetration is not enough to deal with reasonable defense.
My Solution
Have both Armor and Magic Resistance Reduce their respective damage sources at a 1 to 1 ratio. Basically 1 point of armor reduces physical damage by 1 and 30 Magic resist reduces magic damage by 30. This would only apply to Bonus Physical and Magical damage, so supports could still have somewhat impact-ful damage. What this means is also something like
, which gives 35% magic penetration, would take 35 Magic resistance away from 100 magic resistance and it would be noticeable, but the tank would still have 65 points of magic damage reduction, so their defenses would not be useless.
As for snowballing, the extra 40 AD from
would be nullified early game, for a "fed" AD to see a difference they would have to build their
into a item. This would diminish the potency of 1 or 2 early game kills and make snowballing something that only really happens when a team consistently has an advantage and plays well.
As for clarity, anybody, from a casual observer in the crowd at Dreamhack or some other event or a solo player making quick decisions, can make sense of how Armor and Magic resist function without having to whip ye olde calculator and calculate percent damage reduction.
Now I understand there are two types of damage that is dealt, sustained damage and burst damage. To deal with burst damage that comes from AP casters, let me introduce a new but also old item that would be the situational choice against heavy burst:
Force of Nature +500 Health +40 Magic Resistance Unique Passive - Natural Resistance: Magic damage that exceeds 30% of your maximum health doubles the effectiveness of your magic resistance for the next 10 seconds including the magic damage that triggers this effect (120 second cooldown).
Built From:
(1000 gold),
(720 gold), Total cost: 2220 gold (500 gold buyout)
As you can see this is an item that would be built for heavy magic burst and would amplify already existing defenses so it would not be a great option for an ADC to buy.