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Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Health, armor, magic resistance, dilemma...

Before opening, ask everyone a question: In your impression, what kind of tank gives you the most headache, is it a bug with a thick amount of blood or a dragon turtle with high armor, is it unable to move to make you feel powerless or can't kill to make you give up?

I also briefly mentioned the prioritization and introduction of defense attributes in LOL a long time ago, and the various basic attributes are interlocked with each other, resulting in a huge and complex amount of computation.

On top of this amount of calculation, there is a so-called strategy and tactical system, which is also the brain development that the game can bring to the player.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

First, the basic introduction

As we all know, the basic defense attributes of LOL are mainly divided into two parts, one is the simplest and most intuitive health value, the more blood there is a higher upper limit of damage, and the more resistant to beating; one is the damage reduction attribute that contains armor and magic resistance, the higher the value, the higher the damage reduction amplitude, and the more resistant to beating.

In basic cognition, the value of health points is lower than the damage reduction attributes, namely armor and magic resistance.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

This is also easy to confirm, we can first compare from the pricing, after all, the price is the expression of value, the most intuitive reflection of the value contained in it.

Taking the Red Crystal, Cloth Armor and Anti-Magic Cloak as an example, the base price of health, armor and magic resistance is 2.67G, 20G and 18G, which can be seen that the price of health is much lower than the damage reduction attribute, of course, this is very general.

For example, if the attacker's general attack output is 100, and you have 4000G, how do you assign attributes (theoretically)?

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Of course you can choose 10 red crystals, at this time your health is 1500, you can withstand 15 attacks;

You can also choose 7 Red Crystals and 4 Cloth Armor, at which point your health is 1050, and 60 armor provides a damage reduction of 37.5%, which can withstand 16.8 attacks.

Not only that, but in the game, I am afraid that you do not feel obvious about the damage, and I have deliberately added a lot of damage increase attributes to emphasize the importance of damage reduction.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

For example, equipment with additional damage, such as broken, magic cut, they can be attached with additional damage.

Assuming that the magic cut comes with 50 additional damage, if there is no damage reduction attribute, the damage per time is a real 150;

If there is a damage reduction attribute, then the damage of 150 will become 93.75, which brings the difference at a glance, and the proportion increases rapidly when the base is sufficient.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

The price of magic resistance is lower because there are more sources of physical damage than armor: general attacks, skill damage, equipment bonus damage, etc., which leads to the next element from the damage reduction attribute - penetration.

Second, interlocking

Since the injury reduction attribute plays such an important role in injury bearing, it is correspondingly necessary to penetrate to restrain it.

There are two types of penetration, one is fixed penetration, one is percentage penetration, first calculate the latter and then calculate the former.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Regarding percentage penetration and fixed penetration, there is a question: when to choose fixed penetration equipment, such as curtain blades and dark claws; when to choose percentage penetration equipment, such as star eclipse (passive), large armor piercing.

I have done this topic before, and I vaguely remember that when the armor was about 216.8, the two benefits were the same, and the more the big armor was, the more effective the big armor, and the problem of the big armor involves a classic concept - percentage and base.

Percentages only work better if the cardinality is large enough.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

When the opponent is 0 armor, even 99% of the large armor piercing is not as good as the fixed penetration of 1 point, and the penetration attribute is characterized by passivity, which requires the presence of the damage reduction attribute to function.

Because of the presence of this element and real damage, the benefits of the health attribute are not stable, but gradually increase.

If you focus only on values, health is a straight line, and the increase is how much; the damage reduction attribute is a curve, which infinitely approximates the theoretical maximum benefit value (100% damage reduction), but can never be achieved.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Third, step by step

Friends who are more careful will actually find a problem: the unit return of health and damage reduction attributes is different, the former is a real value increase, the latter is a percentage value, and the return will be infinitely decreasing as the maximum value approaches.

For the most intuitive example, 1000 health and 1000 health are no different, but the damage reduction of 100 armor for a total of 100 armor and the last 100 armor for a total of 200 armor is different.

At this point, the values of both sides are reversed again.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Taking the enhanced version of the Giant Belt, Lock Armor, and Anode Cloak as an example, the health, armor, and magic resistance cost 2.57G, 20G, and 18G, and the price of health becomes lower and the two remain unchanged.

However, the income value of the two in the later stage is reversed, which forms the so-called cost performance level.

If you pay attention, I actually deliberately induced everyone at the beginning - the 4000G distribution problem.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

What if you only have 2000G? The price of health will be reduced, meaning that choosing health will give you more actual health.

What if the opponent's attack power is relatively low? The defense attribute corresponds to the damage reduction range, I can only deal 20 damage at a time, and the effort to stack 100 armor reduces damage by half or 10 damage, but the money of 100 armor can increase health by 778.

This can be used to explain why the current version is inferior to the warrior "meat".

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Not only the amount of reply that is heard vomiting is the cause. , and because the lower C bit output in the current time period can not cause dangerous damage to high health warriors.

Fourth, practical operation

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

Unfortunately, even now, there is no such thing as absolute truth, and no one can calculate how much of the health attribute and the detractor attribute should be allocated each time period to achieve the best return.

It is also necessary to calculate the enemy hero's damage type, output method, as well as the dragon element, hero mechanics, etc., which are intertwined and prohibitive.

Do you really understand the underlying defense properties of LOL? Which is more important, unable to move or not to die?

In practice, even the top masters are difficult to accurately judge numerically, but only narrow the scope of this calculation.

Although the overall situation is difficult to determine, in the current version I still think that it is more important to not kill, that is, to pay more attention to health attributes, which is also due to the difference in the comparison between various warrior equipment and defense equipment.

Finally, today is finally going to be a holiday, in advance I wish everyone a happy new year and all the best.

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