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Armor and magic resistance are calculated like this.
For example, if you have 40 points of armor, it is divided by the physical damage taken, and if you have 100 points of armor, it is divided, and magic resistance is the same thing. But in League of Legends, physical damage is easier to play than magic damage, and it is often seen that any skill is a bonus, and the AP bonus of magic damage is high.
And you have to use blue bars to put skills, and physical damage you can hit with normal attacks. And lolBasically all buildings and creeps, and mob attacks are physical damage. And even if you are a mage, the normal attack damage you hit is still physical damage.
And you have attack power at the beginning, but the spell strength is 0, and you need to stack it with equipment, talent, and runes, so you have to give the mage a little love, you know.
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This is because designers need to take into account that the main thing that causes magic damage is some skills, and the use of these skills requires some mana, etc., this resource is limited and the recovery ability is relatively slow, while the basic attack is the attack of the character, the attack of the creeps, and the attack of the defense tower are all physical damage, so under normal circumstances, the physical damage chance is more, so it will make the armor value of the equipment higher, and the value of the magic resistance equipment is smaller, even if there is no blue, you can play physical damage, but no magic damage, so the physical damage can theoretically be taken for a longer period of time.
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Because proportionally, the AD damage of the whole round is higher than that of AP.
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Because physical damage is easier to hit.
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AD output attack speed is fast, AP has no attack speed.
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In League of Legends, armor is calculated by the formula:
Armor Damage Reduction = Armor (Armor + 100)% Magic Resistance Reduced Damage Taken by Percentage.
Damage Reduction Formula: Damage Reduction = Total Magic Resistance (100 + Total Magic Resistance).
For example, a hero with 150 magic resistance will reduce magic attack damage from enemies by 60% (=150 (100+150)).
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Your Armor (100 + Your Armor) = Damage Reduction.
For example, if you have 100 armor, you will reduce physical damage by 50%, and 200 armor will reduce physical damage.
Magic Resistance is calculated in the same way as armor, and if the armor or magic resistance is negative, the damage taken will be increased.
True damage is not reduced, and the percentage is calculated first for magic piercing and armor piercing, and then the fix.
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1. In fact, the armor and magic resistance are that others will lose a little less blood when you beat you, for example, some heroes look brittle and have very little blood, Zhao Xin went up and stabbed him and didn't die, just because the armor was particularly high.
2. Some tanks look very powerful, with a lot of blood, in fact, don't be afraid of him, often three knives down, and he will also become crippled, because there is no armor at all, just a useless brainless pile of blood slippery Qing.
3. Magic resistance is similar.,It's just that it can only resist magic damage.,It's also very useful if there are more APs on the other side.。 In addition, it is especially important to mention that neither armor nor magic resistance can resist the true damage, so the true damage is particularly powerful.
4. The opposite lineup is weak to output, and if it is out, the armor will be out. The opposite lineup is biased towards AP magic damage, then it will be out of the magic resistance**, itself belongs to the mage type of hero who is agitated, if the lineup needs, you still have to choose the outfit according to the lineup.
5. As the name suggests, fixed armor is an armor attribute that has no growth, and this kind of armor will provide you with better fighting capital in the early stage. Fixed Attacks and Fixed Magic Resist are the same.
Under normal circumstances, the armor and magic resistance are fixed with material socks and attack power, because you know that League of Legends often snowballs, and the fixed attributes make you not fall behind. The growth of magic resistance is generally brought by jungler heroes, and the growth of strong magic is generally brought by mages. Heroes who have no blue bar skills that consume health will be selected if they have no blue bar on life.
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The formula for calculating immunity is resistance (resistance +100), which means that if your armor is 50, your physical damage immunity is 50 (50+100)=, which means that the damage hit by 90 attack power on the body is 60 blood.
The order of armor-piercing calculations is as follows. Priority: Percentage Armor Reduction, Fixed Armor Reduction, Fixed Armor Penetration, Percentage Armor Penetration.
The same goes for magic resistance: the formula is resistance (resistance +100) and the order in which magic resistance is reduced is like this. Percentage Reduction》Fixed Reduction》Fixed Penetration》Percentage PenetrationAbout armor piercing and magic resistance,There are not many attributes of magic resistance,I won't introduce it.。
The general percentage armor reduction is mostly seen in armor-piercing skills, fixed armor reduction such as Black Cut, fixed armor penetration such as Brutal Force, and percentage armor penetration such as Whispering. In addition, the armor can only be reduced to negative if the fixed armor is reduced.
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1.(similar to the Virus Blade), the essential difference between magic penetration (similar to the Ethereal Scepter) is that magic resistance reduction takes precedence over magic penetration. For example, let's say you have a 30% armor reduction, a 20 normal armor reduction, and a 10 armor reduction.
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One of the easiest ways to do this is to have your hero's stats in the bottom left corner, which will appear by hovering over your armor value: you reduce physical damage by xx%. And this is also the way to look at magic resistance.
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Or you can go to NGA to find it, I usually buy new heroes, and I go to it to find it, it's very comprehensive.
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I think there's a formula, but I don't remember it.
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If you wear it in the absence of things, it will be 1 to 1
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This is the basic idea, the landlord is very correct, but when it comes to the actual situation, things are different. For example, the following situations are more common:
1. There are more AD heroes on the opposite side, but the main output has not yet been formed. At this point, you can greatly reduce the damage that the opposing AD can do by increasing your own armor, which is quite correct.
2, there are more AD heroes on the opposite side, and we are at a disadvantage, and the development of AD on the opposite side is quite good (the standard of good is there.)"Whispering"This kind of equipment that reduces armor by percentage), at this time, there is nothing wrong with stacking armor, but it is more appropriate to supplement it with an appropriate amount of health, because in front of AD that deducts armor by percentage like Whispering, even a dragon turtle can't stand by relying on armor alone.
Pure originality.
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That's right, but that's not the main thing. The build order still prioritizes the development of the opposing hero.
For example, the opponent's ADC took a lot of heads in the early stage, and there were a lot of replenishments, and the economy was very good. But the economy of the AP heroes in the top and middle lanes is very average, and it may even be worse than your own side, so you have to give priority to armor equipment.
The composition of the opponent's team is a factor, in fact, the main factor depends on which heroes of the opponent are well developed, how many knives are made, and how many heads there are. In this way, the targeted build is more effective.
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If you are on the road, the early equipment should still be aimed at the heroes who are opposite you, for example, the opposite is AP Kenan, you are a beast, then you can directly jump on the blue knife, invigorate the armor, and the shoes will be mercury, and then start to produce a blue shield; Your thinking is right, when it's time for a team battle, you will feel who beats you at this time;
Magic resistance is more difficult to pile than armor, and the armor is basically a pair of dodge shoes and a lamp at this time, which is already over 100;
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You're right.,At least that's what I think when I'm playing.,When there are a lot of AD heroes.,Out of a fanatic.,Other armor (the route of the meat hero) meets more AP.,Same as above.,Fanatic + magic resistance.。
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You can get runes.,Basically, the runes are red armor penetration or spell penetration.,Yellow fixed armor.,Blue growth grinding resistance.,I figured it out after 4 runes.。
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Add health, add armor, and add magic resistance. But then again, your thinking is more defensive, and the specific situation depends on what hero you use. If it's explosive mages like Annie, Morgana, and Brand, and physical outputs like Wayne and Ash, you have to think about the output first.
If you have tanks like Galen and Captain Mondo, you're right.
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Definitely, it's best to double plus, the more AD there is, the more armor, and the abrasion resistance is also obtained.
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...It depends on what you are. You're meat, it's pretty much like that, if you're an adc.
If teammates can create an output environment for you, you don't have to go out. Can't create. Then you're going to get out of the meat.
Resistance isn't much use.,,I want to kill you.,You're almost dead when you touch you.。。 AP doesn't need to be in no. The far-reaching scepter hourglass.
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Right. However, it is generally an ad with a jungler and a half-meat or a main t with an upper single and a half-meat, an adc and a support.
What is your positioning, ADC and AP, first of all, to ensure that the output of the damage reduction is a matter of consideration Even half of the meat is a brainless blood cow. However, the match still likes to target the defensive outfit, and the lineup in the match is messy.
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There are many AD heroes on the opposite side, so the equipment with armor value will be added. There are a lot of AP heroes on the opposite side, so they add magic resistance equipment. If the ap ad is about the same, it depends on the level of the other party.
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Teach you the easiest way, watch the playback after death AP plays more or AD more, OK? Seek adoption.
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Basically correct. However, if the output is not directly defended, then the ADC or APC is meaningless.
There is no upper limit to lol armor penetration.
Armor penetration is when the attacker with armor penetration uses a physical attack to deal damage to you, minus the corresponding armor, and there is no armor on the line, but the armor cannot become negative except for the black cutter. The conversion is also very simple, you hover over the armor value to see how much damage you take is reduced. For example, the opponent's 5 armor reduces damage by 10%. >>>More
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Because the ranking is more rigid, the tactics and hero alignment are more restrictive, and you can't let go of the fight, so as long as some people don't adapt to it, then it's a tragedy, and the matching heroes are basically casual, and you can choose your favorite hero to play casually, so sometimes the ranked ones are more pitted than the matching ones.
The word is still good, but to put it simply, when you play more, you will find that the line is not always so clear, and sometimes the unusual branch may also win, but according to common sense, the upper, middle and lower roads will be larger, because there is a small dragon in the League of Legends, which is the center point of the team battle between the two sides in the early stage, and everyone is basically fighting around this little dragon in a big team, so you will find that large-scale team battles in the early stage generally occur in the lower road, all for this little dragon, Since League of Legends now has less money to kill the same person repeatedly, the team economy of Xiaolong has become more important, and arranging two people on the next road is more powerful for competing for Xiaolong
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