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How is AD, and MR calculated?

Sir Max120··1 votes·367 views

Anyone know the equation for damage calculations?

8 Comments

G4LLOWSC4L1BR4TR1 votes

% damage reduction = Resistance/(100+Resistance)

For example, 50 Armor or MR grants 50/(100+50) = 33% damage reduction. 100 Armor/MR grants 100/(100+100) = 50% reduction 200 Armor/MR grants 200/(100+200) = 66% reduction

Is that what you were looking for?

Sir Max1201 votes

So an attacker with 300AD doing 1 hit to an opponent with 100 armor would receive 150damage on hit? Is that correct?

G4LLOWSC4L1BR4TR1 votes

Barring any other modifiers, yes.

Sir Max1201 votes

Tyvm good sir. I'm trying to build a champ that would counter a full ad champ in a 1v1 fight scenario. Perfect scenario of course haha. More so just trying to get a better understanding of the game mechanics when trying to decide what to build.

WoonStruck1 votes

Damage reduction provided by armor/MR is extremely misleading. Do not use it to determine what you should buy.

Use EHP.

1 armor/MR = +1% EHP vs relevant damage type. You start with base 100% EHP (Your health), and each point of armor/MR adds +1% to that vs relevant damage type, additive.

To find out if you should buy armor or HP, think about whether item 1031 (Your health x .4) or item 1011 (380 x armor total[%]) is worth more. Do not forget to take item 3036 item 3071into consideration as reductions to the relevant defensive values.


In addition, the only point of surviving AD damage in general is to be a sustained threat throughout a fight/skirmish. Do not forget that you need 40% CDR or an offensive item of some kind in order to do that, like item 3071 item 3022 item 3025 item 3078 item 3142 item 3812 item 3153item 3053 item 3748 item 3027 item 3001 depending on champ.

Only a few champs can exert significant sustained pressure without a 'dedicated' damage threat and 40% CDR outside of extremely organized play.


You can effectively consideritem 3036 item 1401 as canceling each other out, though that mostly applies to theory, not practice.

Fondling Gems1 votes

Defense = ( (Starting amount / 100) * (100 - % pen) ) - flat pen

So starting at 100 MR with a void and 10 mpen is ((100/100 ) * (100 - 35) ) - 10, or (1 * 65) - 10 or 55.

Defense reduction is then calculated as 100/(100 + value) or 100/(155) or .645

This is then multiplied by the incoming damage to be AD * .645 (for example) = total damage.


To shove it into one long formula if that is what you are looking for:

Total Damage = X * ( 100 / ( 100 + ( ( Y / 100 ) * ( 100 - Z ) ) - V) )

Where: X = Incoming Damage Y = Appropriate Defense Z = % Defense Reduction V = Flat Defense Reduction

I believe that some % damage reduction happens after flat damage reduction in which case you would change ( 100 + ( ( Y / 100 ) * ( 100 - Z ) ) - V) to ( ( 100 + ( ( Y / 100 ) * ( 100 - Z ) ) - V) * F)

Where Z = % Damage Reduction before Flat Reduction and H = % Damage Reduction after Flat Reduction

Hope this helps!

Sir Max1201 votes

I need to go to LOL school haha! Thanks for the post <3 xoxo :D

Cipse1 votes

You can also think of 1 point for armor/MR makes you have 1% more effective health against that damage type.

So 100 armor is 100% increase to effective hitpoints against physical damage - which equates to 50% physical damage reduction.

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