How to calculate armor and attack power in hero League
tank damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in.
if the defense power is D and the attack power is a
then the actual damage effect is: a * 1 / (D / 100 + 1)
is 100A / D + 100
for example, the attack power of a is 100, the magic strength is 30, the armor of B is 80, and the magic resistance is 20<
a attack B causes 100 * 100 / 100 + 80 ≈ 55 points of damage
FA Qiang is represented by F, Mo Kang is represented by M
spell strength can not be calculated separately (but the mage's skill can have a spell strength bonus)
for example, a skill causes 100 + 1.0 spell strength bonus, so it can cause about 85 damage (the calculation formula is unknown)
note: press the avatar in the game to see the damage
for example, if your armor is 40, the effect of 40 armor is to rece 30% of physical damage This is an example. I haven't calculated the specific value
for one thing, when the armor is higher than 150, if the armor is increasing, the percentage of increased armor will increase very little, which means that the armor of others is high. The reason for armor piercing can be found. Armor piercing is the percentage of armor broken. But armor piercing has never added penetrating damage. It seems that it doesn't increase. In fact, it's useless! Hope you can understand, do not understand, please ask!!
from the data, armor penetration seems useless, but in the actual game, the lowest initial armor is 10 points, and most of the Yellow runes will carry fixed armor, so most heroes will have more than 25 armor when they go out, and the lowest initial attack of lol is 45, so the penetration effect is very obvious in the early stage, but the attack power is not obvious in the early stage, The actual damage caused by skills depends on the type of damage... If it's physical damage, it depends on the effective armor; if it's magic damage, it depends on the effective magic resistance; if it's real damage, it ignores any resistance and directly causes damage of this value.
either brutality or armor piercing bow
armor piercing bow is calculated as a percentage
actually, the building owners are so calculated, I think it's quite reasonable
but I don't know if the landlord has played other games and has no attack algorithm. I have no doubt about the landlord.
armor penetration should be a single attribute, that is, in the case of the same bow strike, armor penetration damage is not the damage of armor hitting Yingxiong. Maybe it's a bit vague, which means that it's a bit like the attack bonus of the ngeon warrior after being equipped with enhanced equipment
otherwise, there won't be a lot of big gods who have red armor penetration. Of course, the higher the attack, the higher the damage I said
I understand it like this, don't spray if it's wrong. Peaceful discussion
if the target has 100 armor points, the physical damage received will be reced by 25% (only if)
you have 40% armor piercing (a whisper) and 10 fixed armor piercing (a brute force), and 100 attack power
in the case of no critical hit, the damage your general attack does to him is 75 points. If you have armor piercing, it is as follows
the system will first calculate the percentage of armor wear, and then rece its armor value by 40% (the current armor value is 60 points); If you calculate the fixed armor piercing, you will rece the armor by 10 points (the armor value is currently 50 points), rece the effect of recing physical damage to 12.5%, and increase the damage you do to flat attack to 87.5
armor piercing and attack power cannot be converted. Armor piercing will only passively increase the damage you cause to the target.
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