Armor and Magic Resist rework proposal

Meserion··2 votes·478 views

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: item 3135, 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 item 3135, 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 item 1038 would be nullified early game, for a "fed" AD to see a difference they would have to build their item 1038 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: item 1011 (1000 gold), item 1057 (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.

6 Comments

Ralanr1 votes

...does it not already do that?

Sorry, but despite playing tanks a lot I don't really understand that resistance formula. I'm not great at math.

Crett2 votes

Each point = 1% more effective hitpoints against that damage type. That's essentially how it works right now.

GaleWinUnleashed1 votes

You're doing the more complicated calculation. Think of armor and magic resistance as increasing your effective health against those damage types. 100 armor adds 100% to your effective health, so you'll survive exactly twice as long against steady dps.

All you have to do is calculate whether you get more effective health from buying more health or more armor. Assuming you currently have exactly 100 armor and 2000 max health, buying another 50 armor OR 500 health would increase your effective health from 4000 to 5000,

Armor and health do NOT have diminishing returns when taken individually; they are both additive. However, they are multiplicative when combined, which gives the illusion of diminishing returns.

It's exactly the same for Attack Speed, Attack Damage, and Crit Chance. All 3 increase your average damage additively, but stack with each other for multiplicative gains.

https://i.imgur.com/1HvNiEO.png?noredirect

Marshbouy1 votes

no. If you have 200 MR now and veigar has no magic pen, he will be dealing something like 300 damage with a 1k damage ult. Your proposed change would have him be dealing 800 damage out of 1k

Critmaster Garen1 votes

why do you think magic penetration is not effective enough?

the thing is, most ap champs and mages bring a lot more utility to the game than bruisers or ad carries. theyre designed around being impactful even when they are not able to kill their opponents themsleves.

thats why you see so many mages being able to bot lane support purely working off their utility while not focusing on damage heavy builds.

even an "ap carry" like malzahar can contribute to his team without being able to kill someone on the enemy team, by aoe silencing opponents, and locking a priority target up with his ult to give his team an opening to kill him.

point is, most mages are not supposed to be able to deal massive amounts of damage against bruisers and tanks. if they could, we also might delete those two classes from the game, as half of their power budget which is in their defense is essentially worthless against most of the enemy team now. they already get blown up by ad carries. add mages into the mix and who would they be able to tank anymore? the enemy support?

i agree that the stackable amount of armor penetration is too high right now, and it would be nice if riot limited builds in a way to not contain a last whisper or a cleaver with 70 flat armor penetration added onto it.

but magic ristance is a lot more difficult to build than armor and the mr values on champions and items are generally much lower. item 3135 alone is more than enough for mages to deal with that, since it still grants total 35% pen upfront.

mages also usually get beaten by health stacking instead of resistance stacking, since your goal is mainly to survive their burst chain and then go ham on them while their spells are on cooldown and they cant defend themselves very well.

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