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Create a frame of reference between your four skills and deal roughly a few to a few damage, or make a comparison between combos and try your damage. For example, robbery, if weq can knock out the opposite half of the blood, the next wave can basically be killed in seconds. Or the knife sister knocked out 200 blood with a Q, and there is still about 400 blood on the opposite side, which can basically be AQ seconds.
However, I think that a lot of times there is no way to calculate the damage, and you can only play the maximum output on the premise of surviving. Assassins generally need to calculate damage, but their damage is generally overflowing, and they can count every second.
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The calculation order of armor-piercing equipment is: black cut armor reduction - percentage armor piercing - fixed armor piercing, in fact, there are only two kinds of penetration: percentage and fixed, but the black cut armor reduction effect is generally considered to be penetrating and is written here, and then after a series of penetration calculations, step 2 will be calculated according to the armor after penetration.
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Calculate the damage of the skill, that is, 100 + (point physical damage according to the resistance reduction formula: "damage reduction effect = resistance (resistance + 100)" to calculate the proportion of damage reduction, then the reduction effect is "100 (100 + 100) = 50%" to calculate the final damage, because the skill is to cause physical damage, so the resistance is calculated according to the armor, 190 * 50% = 95, causing 95 points of physical damage.
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It's complicated to calculate this, and I've seen the formula for calculating it before. Attacker's base attack, bonus attack, fixed armor piercing, percentage armor piercing, armor of the attacker, damage reduction (blue shield and other equipment available). These have to be counted.
When you finish the game, the group is finished. You don't need to know so much detail, if you can estimate that the armor is not high in general, 150 attack power, you can't think it's too much to think of as 100.
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Fire Man's Q skill level 5 damage is 220+. When the Fire Boy is 200 strong, Q skill damage is 220+ magic damage. If it's a bonus, it's replaced with a physical attack. Dual cultivation heroes are generally , with physical and magical damage bonuses.
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Skill base damage + AP bonus, this is your panel damage, and then according to the opposite magic resistance, first calculate your percentage spell penetration, and then calculate the fixed spell penetration, (base damage + AP bonus damage) (this is your ideal damage), (opposite magic resistance percentage spell penetration - fixed spell penetration) (then this result is the actual magic resistance of your skill hitting the opposite body, this magic resistance will generate a percentage reduction damage) The actual damage is the ideal damage multiplied by the percentage of the opposite magic resistance.
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Calculated version,Each of your skills,Or flat A,Or how much output does the trigger equipment cause on the opponent.,And then the talent has a percentage of the output.,What is the output.,And then how much is the opponent's armor or magic resistance after you're reduced.,Then calculate the damage reduction.,Finally, it's your damage.,The real damage doesn't need to be calculated Armor Magic Resistance.。 In addition, the armor magic resistance is not how much damage is reduced, the formula is 1-100 (armor + 100), it seems to be calculated like this, anyway, you don't take the calculator to the line, just remember that 100 armor demon resistance damage reduction is 50%, 200, damage reduction 66%, 300 words, 75% means that the output of 1000 hits 200 armor, only 333 damage. What else don't you understand?
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Damage taken refers to the real damage received, after being reduced in all aspects. The specific algorithm is as follows:
1. Calculate the effect of reducing armor by the percentage of magic resistance attached to the hero's skill itself;
2. Calculate the fixed armor or magic resistance of the hero's skill or the reduction of black cut;
3. Calculate the buried round armor provided by the talent rune equipment divided by the fixed value penetration of magic, such as law wearing shoes and brutal power;
4. Calculate the first spring of 40% of the armor of the Whisper and Magic Piercing Staff divided by the magic penetration effect.
The damage calculation goes like this, if you have 50 armor and the enemy has 200 attack damage, then the percentage reduction of the damage you take is 200 50 (50+100) 200 is the armor value (armor value is 100) so you take 200-200 damage as well as magic resistance. As for how piercing damage is calculated....I don't know about this....I'm sorry.
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