How to make Armor and MR more intuitive
For the most part, stats such as AD and AP are pretty straightforward, building what a champion scales with will allow them to deal more damage. However, when a champion needs to survivability, judging what mix of MR, Armor, and health to build is much more difficult. The % damage reduction is a hard stat for many to understand, for two reasons.
First, how it's efficiency is affected by health. 50% reduction for a tank will give more effective health than it would for a damage dealer. Ex: 1000 health and 50% damage reduction = 2000 damage needed to kill the target. Thus the % reduction results in the equivalent of 1000 extra health. Whereas 2000 health with 50% reduction = 4000 damage needed to kill the target. Effectively 2000 extra health.
Second, how 50% to 51% reduction is not the same as 98% to 99% can be confusing to some players. While there is little difference in toughness between 50% and 51% (1000 / 0.5 = 2000), (1000 / 0.49 = 2041) ; 98% to 99% HALVES the damage you receive (1000 / 0.02 = 50,000), (1000 /0.01 = 100,000). An extreme example but you get the point.
What I propose: 'effective health' a simple number on the statbar that shows how much magic or physical damage it would take to bring you from full health to zero. An example of this: a champion has 60% physical damage reduction and 3000 health. Formula being [ ((hp / ( 1.00 - damage reduction) = effective health ] Plug in the numbers [ ( 3000 / (1.00 -0.6) = 7500 effective physical health ]. Knowing that enemies will have to output 7500 damage in order to kill you is much more useful to a player than knowing that you have 60% physical damage reduction and 3000 health.
I hope that my idea, or one that makes resistances easier to understand may be implemented in hopes that it will give players a better idea of how to itemize.
