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Armor Calculation Formula:
Armor's reduced damage = Armor * Armor).
Damage taken by the attacked person = Attack Power * (1 - Armor Reduced Damage) For example, a unit with an attack type of chaos and an attack power of 100 will attack a building with armor of 15 (Enhanced Armor) once, and the damage dealt will be:
Negative armor situation:
Increased damage (Armor) -1
The in-game display of -n% damage reduction means that the damage is increased by n%, the vertical column on the left is the attack type, and the horizontal column on the upper side is the armor type.
Armor modifiers:
Light, Medium, Heavy, Enhanced, Normal, Hero, Unarmoured, Mayhem=
Ordinary = Piercing =
Siege = Hero = Spell =
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If you want to be so precise, it's good to contact yourself more
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Armor is calculated as follows: Armor's damage reduction Armor 0 06 (1 0 06 armor) Damage taken by the attacker Attack damage (1 armor's damage reduction) For example, a unit with an attack type of chaos and an attack power of 100 will attack a building with armor of 15 (Enhanced Armor) once, dealing damage of 100 0 4 (1 15 0 06 (1 0 06 15)) 21
Negative Armor Situation: Increased Damage 0 94 Armor) 1 <>
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1. Non-pointed magic damage also has a bonus, otherwise why would you be embarrassed by the explosion of the bone law?
2. The formula for calculating magic resistance is: damage = theoretical value (1-25% (natural magic resistance that heroes should have)) 1+44% (void magic damage bonus)). And that's not even counting the magic resistance provided by the challenge).
As a result, the damage will be increased, depending on the theoretical damage that is resolved when NEC casts this move.
Because the resistance and resistance reduction skill prototypes are based on the model of the Anilu of the War3 Night Elf, all types of magic resistance plus or minus are only multiplied by a value of damage increase or damage reduction in the current damage. It's not a linear increase in damage, so don't mislead.
The general formula is as follows: Damage = Theoretical value (1-25%) (this is the base magic resistance for the hero) (1-a) (1+b) (1+c)...And so on.
The value of A is the added magic resistance (challenge or something, if there is a passive skill stacking magic resistance, it is not added on the basis of a but multiplied by a reduction effect (so it is impossible to rely on the stacking magic resistance to achieve magic damage immunity)), B and C are the effects of the attached damage bonus buff. Therefore, stacking multiple skills that reduce magic resistance can quickly amplify the effect of magic damage, but it will not stack linearly.
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1: Of course, it can be increased, as long as it receives magic damage, it will be increased.
2: NEC is a magic damage, of course, it can also receive a debilitating boost, in the same way, the challenge can also reduce the NEC damage, and the veil of strife can also increase the magic damage.
Magic damage is very easy to calculate, the hero's magic defense is 25% by default, and the magic defense is reduced to 25%-44%=-19% after being weakened
Then a 400 damage skill can deal 440x119% damage, which is 476
NEC ultimate level 3 is a multiple of the difference in HP, so for example, if a hero's HP is reduced by 600, then NEC will cause damage.
If he is weakened, he will do damage.
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Based on my years of experience with Dota, the above is purely a personal opinion.
1) As long as you take magic damage, you will take an additional 44% damage damage damage type of all skills Skills have notes.
2) NEC is based on the damage judgment If it is not less than a certain amount of HP and cannot cause direct death, this HP judgment can not get a 44% increase Please note the effect of C The above only takes an additional 44% magic damage, so it does not affect the judgment of NEC and if it can't be killed with one hit, and NEC's big damage is spell or magic damage, it can have a 44% damage bonus.
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406 is the correct solution, you got the basic data wrong, you first gave the centaur a dispute, and then gave the c, aging increased by 44% of the magic damage, instead of 40% of the ethereal spirit knife, and at the same time, the veil of discord is not 25% anymore, now it is 20%.
There is only yes or no in the logic of the computer, and there is no margin of error that you say is approximately equal to. If the result is wrong, the algorithm is wrong.
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The first one, if it's a damage skill, can indeed be increased, and the second one can be increased to take additional magic damage in the void state, which is (the recipient's total HP - current HP) *damage multiplier*
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As long as it's magic damage. The eviction effect has been improved... I want the fire girl's big.。。 Plus expulsion. You can go from 1100 liters to 1300 liters.
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Damage decreases or increases on armor.
For specific armor, damage taken = ((armor)*armor).
For armor reduction, taking additional attacks is calculated as follows: Attack Increase = Armor Reduction).
An increase of 1 armor will result in less damage taken. A 10-point armor reduction increases the amount of damage taken from you.
1) If the defense is 0:
Percentage of damage reduction (armor value * armor value * 1).
Do you find this formula annoying? Actually, there is a reason why Blizzard is set up like this.
Suppose a unit has the toughness of A:
The enemy can only deal 1 - a * 6% (1 + a * 6%) damage.
That is, it can only deal 1 ( 1 + a * 6%) damage to it.
Therefore, the enemy has to pay 1 + a * 6% of the original damage to have the original effect.
In other words, this unit has 1 + 6% *a health.
That is, it increases a*6% of HP.
So we come to a conclusion:
Each additional armor is equivalent to a 6% increase in health.
Note that magic ignores defense, so the health increase from the defense bonus does not apply to magic; In other words, the higher the defense, the greater the effect of the spell.
Note that this theory does not apply to negative defenses, as negative defenses are rarely present in normal games; Therefore, the formula for negative defense is not important, so it would be nice to take a look at it...
2) If Defense is 0:
increased damage by 2 armor values).
The decimal point in the game is taken into account, e.g. when the attack damage is:
The first hit deducted 6 drops of blood.
The second hit deducted 6 drops of blood.
The third hit deducted 6 drops of blood.
The fourth hit deducted 7 drops of blood.
Hit the fifth blow and deduct 6 drops of blood.
Hit the sixth blow and deduct 6 drops of blood.
Hit the seventh blow and deduct 7 drops of blood.
Hit the eighth blow and deduct 6 drops of blood.
Hit the ninth blow and deduct 6 drops of blood.
The tenth hit deducted 7 drops of blood.
l=ψ/i。
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