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Dolan Shield is a full damage countervail, 8 points is yes is all damage, for some high-survival heroes, it is very cost-effective to get out of Dolan Shield, the butcher only works on wild monsters, and the skill talent is mainly a supplement to the early stage, don't underestimate those few points of damage, the real damage will ignore the armor and magic resistance value, you 30 things you and 10 points of real, in fact, it acts on 150 points of armor, and the real one is even higher (unless you have penetration).
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8 damage is to reduce the damage inflicted on you by the enemy.
In the talent, the damage increase of 2 points against monsters and creeps is actually generally not pointed, unless some brush hero points are mainly for the talent of killing creeps to restore health.
Reduced damage by 2 points by wild monsters, this is useful Junglers are less injured Some very fleshy and fast farming efficiency will choose not to point.
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LOL damage can be divided into normal damage and skill damage. Skill damage can be divided into spell skill damage and physical skill damage. In addition, there is the true damage, which ignores the armor magic resistance and directly affects the health.
The lol damage mechanic is not a simple attack power-defense calculation, it has its own set of special calculations and calculations The formula is basically damage = attack * (100 ((100 + ((defense - defense penetration value) * (1 - defense penetration percentage)) This formula is a bit long, but it's very simple, just remember the core. Damage is calculated as a percentage. The above formula is the formula for the S4 season, and the penetration percentage of the S3 season is better than the penetration value.
There are a lot of human attacker attributes in lol, and this formula can't tell the whole story. Defense is divided into armor and magic resistance, armor relative to physical damage, and magic resistance to spell damage, and the two do not overlap. Normal attacks are all physical damage.
At the same time, there is also armor reduction, which is different from armor penetration in that the reduction is a direct reduction in the enemy's armor, and the attack of teammates is more painful, so the reduction generally has a time, or a time for the skill to work. Theoretically, the reduction can be negative. So the defense starts with the reduced defense, and we can directly see the reduced defense value.
Of course, there is also true damage, which is not counted as defense, even if the attack is damage. There is also damage reduction, as long as the damage value * (1 - damage reduction percentage) is the damage value. Skills are generally described, and have a bonus of multiples of physical or magical power.
It's easy to calculate your own output. The damage of critical hits is multiplied, if not a percentage, then it all depends on character.
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If this is the right line, then it really depends on experience. The poor damage calculation is the reason why Strawberry gives one blood.
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Calculate the deduction? Physical Damage = Output Damage n%n% is a reduction based on the final value of the armor, and the final value of the armor = (opponent's armor value (1 - armor penetration %) - your armor pierces a fixed value of hail).
As for n% to the bottom of the smile = how much, it's a nonlinear formula, you just remember that 80% is a threshold.
If you don't use other skills to reduce it, that's basically it, and the same goes for magic damage.
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It's very complicated, and the first floor said it, and I'm sure you don't understand it.
I'll briefly talk about it (explained with Q skills.) q is 100 physical damage ) is actually q damage hit a person was originally 100 damage but because there is armor on the opposite side.
So you're going to have to deal a little less damage, and if the opposing armor deals 20% damage, then your Q will only hit 80 health.
If you have armor piercing equipment, it's the opposing armor that reduces damage less.
If Q is magic damage, the principle is the same.
In fact, the important thing is to increase the experience, to know how much blood a certain skill of certain heroes can hit the opposite side under what equipment.
If you hit too much, you will have a number in your heart.
After watching this movie, I feel that the current emotional experience is too real, everyone's emotional experience is too real, and the emotional state of two people is very good, such feelings rarely exist in reality, and the longevity of feelings will be affected by time, and I will feel that feelings are very false.
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.
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: >>>More
Hehe,..I found it in the post bar.
It is changed with the Golden Mountain Ranger. >>>More
Each hero's skill damage + 100% damage of AD (AP) is together (different for each hero) and the opposite armor (magic resistance). >>>More