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Don't count.,There's a feeling when you play too much.,Look at the equipment and level of both sides.,In fact, if you assist in calculating damage, you can't operate carefully in the game, and you may make mistakes.,There's probably a concept on it.,The most important thing is to plug in the eye position.,Memory flashes on the opposite side**Weakness and other factors,There are also skills on the opposite side.,For example, the w of the wheel mother can cancel out a skill.,Wind girl's shield, etc.。 If you have to calculate, it's too much, let's say you're Obama:
How much damage is Obama's Q at several levels, how much damage is w skills, how much is the damage of the panel AD, how much is the skill bonus Critical attack speed The distance between the two sides when the fight starts The number of basic attacks that can be hit, the total number of skills (for example, Obama has just finished Q, or E has not cooled down, and he can't pursue the target), and then look at the equipment and blood volume of the damage output object (you move the mouse to the armor, you will see the damage reduction ratio), so that after calculating the addition and subtraction of your talent, you said that it is not very troublesome to calculate the accuracy of this every time, Therefore, most people must rely on experience to accumulate a concept to judge. If you're playing assisting, you ask the adc to make up the knife first, the knife cow b doesn't need to kill the other side is money, 10 minutes 70 mending knives and 50 mending knives you calculate how much it is.
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It's really hard to calculate that it's not a profession after all, and the computing power is not so good. I'm also playing auxiliary.,Generally look at the equipment, heroes, skills, attack, defense, etc. of the two sides.,Anyway, on the basis of not counting crit, calculate the approximate damage (after all, the amount of crit calculation is too large.,The variables are also large),Play more and probably you'll be able to know if you can take away the opposite side of the c-bit.。 Hope it helps! Hope!
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It's useless for birds.,You EQ pull back to the opposite AD.,Find that our AD is calmly replenishing troops.,No damage is useless.。
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There's no formula, and even if you're right, there's an unstable critical hit.
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Skill explosion, flat a** and ignition, just take it all into account.
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ADC has played a lot, and if you look at the equipment, you can roughly think of how much blood will be lost after a set.
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I just count how many I can play in my own set....
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You've learned about ADCs.
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The specific formula for lol's armor damage reduction rate is not clear, but there is a display value, and when taking damage, [70 * the damage reduction rate corresponding to this armor value.] In fact, no one will do the math, usually just look at the damage value of the explosion when he hits you.
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Armor penetration is calculated as a percentage before it is fixed.
Set Defense to D and Attack to A.
The effect of the actual damage is: A*1 (D 100+1) with Defense as D, Attack as A, and Armor Penetration as C
a*1 (d-c 100+1) (d-c is 0 minimum, negative numbers are calculated as 0) math is not very good at ,,, formula to you = =,,, sorry the physical education teacher taught to adopt it.
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Is it so clear? Experienced veteran players never count on that! Veteran players already know what kind of hero on the opposite side hits me and what kind of damage it hurts!
Masters never count damage! Instead, count the number of times you have been beaten to infer the strength of the opposite side! No matter how high your damage is!
What's the use of not hitting me? ╮(
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Placing the mouse over the armor shows the percentage of immunity to physical damage, e.g. 50% immunity, 300 attacks do not count as penetration, and 150 hits
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If you set your armor penetration to 20, then the percentage of physical damage he takes is 100% (100 armor remaining)=. Your damage is 300 times that.
The 100 in this is the calculation base in lol, and the magic damage is the same calculation, so when you have 300 attacks, the armor reduction equipment is the first choice.
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If you don't have armor penetration, use 300- (300*100 armor reduction for physical attack), and 100-for penetration
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100÷(100+100)。Now know that you block 50% of the damage. 50% of 300 = 150Deals 150 damage (not counting Armor Piercing, pure damage).
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[(Percentage of opponent's armor immunity - percentage of your ignoring armor = number of armor left on him) - Your number of armor piercing = percentage of opponent's final immunity] * 300 = your final output.
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You see the introduction of skills, yellow is physics, purple is magic, and there are also a few AD bonus skills that are hit by AP damage.
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TM normal attack skill bonus is AP bonus,Q skill is AP,But it's mainly his R,If the law is strong, a mushroom will be very painful.,But whether it's AP or AD, it's to increase attack speed.,Because of AP's attack bonus.。
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Faint to death,You must be familiar with this before you know.,It's useless to tell you.,I'll tell you a few simple ones.,Level 1 ignition you use a blood vial and it's fine.,A grid is 100 drops of blood.,You can use skills to hit one or two times to know the approximate output of your skills.,Your residual blood has to kill the opponent in seconds.,The main reason for the lack of damage is the flat A damage in the middle of the skill.,You try to first a and then skill.,See if there is anything in your skills that can reset the basic attack.,These are very important.,And, When fighting, you have to drink the blood vial consistently, you can have dozens of more drops of blood, and your residual blood is to pay attention to the damage of the creep, you can seduce the opposite to your creep, and let the creep kill him! Control skills can interrupt the opponent's attack or cast spells at critical moments.,I mean attack forward swing.,I want to hit the blue buff kind of attack forward swing is very powerful.。 You can make the opponent attack less once, pay attention to the opposite skill, let him use key skills, and then go up to fight, such as rush skills, control skills, etc.
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First of all, you need to see if your skill damage stats are physical or magical. Then look at the opposing armor resistance, you can hover over the opposite armor resistance stat, it will show how much damage his armor magic resistance will reduce. Stat* (1 - Damage Reduction Percentage) - The opponent's HP, almost OK.
Also, True Damage ignores Armor Demon Damage Reduction.
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It's best to usually only play one hero, and when you are fully acquainted, you will naturally estimate whether you can second others, and secondly, you have to see if the opponent's equipment is aimed at you.
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You'll need to take into account what kind of damage your attack is dealing and the opponent will also play a defensive magic resistance.
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If you look at the armor and magic resistance on the opposite side, the armor is high, and the armor is high, and the armor is high, and the magic resistance is reduced.
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Generally speaking, experienced players will know that a large tube is a thousand, visually check their own AP or AD, look at the skill bonus, look at the opposite double resistance, estimate the damage, combo kill.
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1. Armor is used to reduce physical damage (including normal attacks and physical damage skills, as long as it hits the opponent in red).
Magic Resistance is used to reduce spell damage (blue).
Second, whether it is armor or magic resistance, the specific value does not affect the damage.
Armor affects the percentage that reduces physical damage.
Magic Resist affects physical damage by a percentage reduction.
Therefore, to calculate the damage, it is necessary to convert the armor to a physical percentage of damage reduction, which is used to reduce the damage.
The formula for armor's percentage damage reduction is x x + 100
For example, if your AD is 100, your normal attack is 100, and if the opponent's armor is 100, then his physical damage reduction is 100 100+100=50%. So your damage is 100*(100%-50%)=50 Got it?
For example, if your armor penetration is 10 and the opponent's armor is 60, his armor will be 50 when calculated, and the specific value is the same as above.
Physics and magic are separated and have nothing to do with each other at all.
By the way, I'm still afraid that you don't understand, armor and magic resistance must be calculated by the public first, converted into a percentage reduction, so even if your armor is 10000, and the AD on the opposite side is 9999, your armor is greater than its AD, it doesn't mean that he won't lose blood when he hits you. Armor only affects the percentage, and since the x x+100 numerator is always less than the denominator, the damage reduction is not used to reach 100% or even higher, so you can't completely reduce the opponent's damage. In addition, due to the calculation formula of x x+100, the higher the original armor or magic resistance, the smaller the benefit of accumulating armor or magic resistance again, as an example.
Your armor is now 0, you stack armor to 100, and adding 100 armor points will help you reduce physical damage by 50%. If your armor is 100 and you stack 100 armor to 200, then your damage reduction is 200 200 + 100 = the 100 armor points added this time will only help you with additional reduction.
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It's not a technical emperor, say a little bit of your own opinion, don't spray if it's not right.
Armor and magic resistance are percentage reductions, and hovering over the armor is clearly written. I don't know what kind of mentality people have when they say damage = AD-armor?
I remember armor 100, 50% reduction, that is, attack power 100 hit armor 100, damage is 50, AP is the same. Therefore, it is the most cost-effective to pile up armor and magic resistance to about 100, and it is better to pile blood if you add it.
Armor penetration and magic penetration are also very easy to understand, that is, ignoring the opponent's armor, such as whispering, ignoring thirty percent of the armor, that is, 100 armor is calculated as 70, and magic piercing is the same, and the specific proportion is not clear.
Critical hits are more complicated, I don't know very well, but I guess that the settlement of critical hit values should be better than damage calculations, that is, the theoretical critical hit values are calculated first, and then the actual damage is settled.
For example, if you have 100 attacks on your own, you can add 100 attacks to your equipment, and you can hit 250 with critical hits, and the theoretical damage is 500. The armor itself is 50, the equipment is increased by 50, the opponent whispers to break the armor by 30, and the final armor is 70, and the damage reduction may be nearly 40, so the actual damage is more than 60 of 500, which is more than 300.
AP is the same, regardless of the limit loadout, AP can often reach more than 600, and AD is more than 300 at most, which explains why some skills can be seconded.
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Armor Resistance Percentage Calculation Formula 1-100 (100+x) x is your Armor or Magic Resistance.
There are two types of wear-through: fixed value and percentage wear.
For example, if you have 50 armor, if you hit someone, you will ignore the opponent's 50 armor, if you have 50 armor, it is equivalent to 50 fewer people you are fighting, and the armor is the same, so you will not explain.
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First of all, AD or AP damage reduction means that for example, like Galen's W is reduced by 30%, that is, regardless of armor piercing, and armor grinding resistance, all the calculated damage, reduced by 30%, you know... Then,The armor is higher than the opponent's AD.,If the opponent only has attack power.,No skill bonus.,Armor penetration is 0.,It's true that you can't get through.,But this generally won't be there.,There will be a way to wear or pierce the armor.,So there won't be no damage.,There's armor piercing.,You can basically lower the armor to your attack power.,Unless the meat on the opposite side is too up.,But there's still damage.。。。 And then it's to penetrate those.,There will be no amount of armor or abrasion resistance on it.,Or how much armor breaking.,Just how to reduce it.,But generally no one will calculate.,League of Legends doesn't have time to calculate these for you.,Most of them are rough estimates.,How much damage will be done when you hit the opposite body.,And the real damage is to ignore the opponent's armor and wear resistance.,Directly reduce how much blood the skill explains.。
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It's actually quite simple, you can move your mouse over your armor and magic resistance when you enter the game, and it will show you the percentage of physical magic damage reduction. What if, I didn't go in to see the specifics now, I don't know, if your armor is 100, the system prompt is a 60% damage reduction, that is, the physical damage given to you by 1000 points on the opposite side will only take 400 blood. Suppose there is 15 armor piercing on the opposite side.
Your armor is calculated as 85, and the system automatically calculates what the damage reduction is when 85 armor is used. If it's 55 percent, you've got 550 blood. It's the same with Magic Resistance.
The percentage of his armor resistance reduction is calculated by the system itself, and it is seen in the game.
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Hello, glad to answer for you. The armor damage reduction is calculated as follows: x (x+100) is a percentage; The enemy's defense is 30, which is 30 (30+100)=23%, and the damage dealt is 100x(1-23%)=77;The 500hp hero A is 77hp less at once.
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Physical Attack + Skill Damage + AD Bonus - The opponent's physical defense, if the opponent has temporary armor such as Galen's W, then within three seconds, subtract 30% of all your attacks = the final damage. Physical damage is due to the critical hit attribute, so the physical attack has a double bonus, and the skill is not clear if there is double damage.
Spell Strength + Skill Damage + AP Bonus - Spell Defense, if the opponent has temporary Spell Resistance, then minus = final damage. Spell attacks do not have critical hits.
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Armor penetration is when the attacker with armor penetration uses a physical attack to deal damage to you, minus the corresponding armor.
Here's an example. Let's say you have 100 armor. I have the power to be brutal.
It is 15 armor penetration. If I attack you with physical damage, you'll only have 85 armor against me. If I equip the last whisper.
That's what we're talking about an armor-piercing bow. 40% armor penetration is wearing your 40 armor if both are equipped. Look at your hero's stats in the menu (the default key is c) it should look like this.
Armor penetration: 15丨40%. This means that the front and back are counted separately.
The last addition counts as total armor penetration. That's 100x40%+15=55This is equivalent to your physical attack ignoring the opposing 55 points of armor.
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