What type of armor is calculated based on armor value in Warcraft units?

Updated on Game 2024-05-03
9 answers
  1. Anonymous users2024-02-08

    Type and armor value are two different attributes The armor type determines the attack and release situation, which is calculated together with the opponent's attack type The armor value determines the amount of damage offset You can take a look at the relevant formula.

  2. Anonymous users2024-02-07

    The formula for calculating damage is different for different armors. Details are as follows:

    1. For specific armor, the reduction of damage taken = (armor) * armor).

    2. For armor reduction, the calculation formula for receiving additional attacks is: attack increase = armor decrease).

    When calculating damage, it is also necessary to consider the defense to judge, and the various situations are as follows:

    If Defense is 0. The percentage of damage reduced (armor value * armor value * 1).

    Note that magic ignores defense, so the health increase from the defense bonus does not apply to magic; In other words, the higher the toughness, the greater the effect of the spell. If Defense is 0. then increases the damage by 2 armor values).

  3. Anonymous users2024-02-06

    For example, a unit with an attack type of chaos and an attack damage of 100 will attack a building (enhanced armor) with armor of 15 once, dealing the following damage

    100* (1-15* Negative armor condition:

    Increased damage = Armor) -1

    The game shows that the damage reduction -n% means that the main factor that increases the damage n% and affects the cost performance of the armor is actually the total amount of HP in the unit, and the increase in the damage reduction rate of the armor will decay is only the appearance, in fact, the cost performance of the armor is fixed at any time. This is also the reason why units with a fairly high initial HP need to increase their armor instead of blindly continuing to increase their health to resist attacks.

  4. Anonymous users2024-02-05

    The formula for calculating damage is different for different armors. Details are as follows:

    1. For specific armor, the reduction of damage taken = (armor) * armor).

    2. For armor reduction, the calculation formula for receiving additional attacks is: attack increase = armor decrease).

    When calculating damage, it is also necessary to consider the defense to judge, and the various situations are as follows:

    If Defense is 0. The percentage of damage reduced (armor value * armor value * 1).

    Note that magic ignores defense, so the health increase from the defense bonus does not apply to magic; In other words, the higher the toughness, the greater the effect of the spell. If Defense is 0. then increases the damage by 2 armor values).

  5. Anonymous users2024-02-04

    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 1 armor adds 6% more 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 toughness, 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.

    Have fun!

  6. Anonymous users2024-02-03

    It varies from map to map, but is generally based on the initial armor (at level 1) plus the quotient of agility divided by 3.

    In the character attribute bar, there are a few points of agility for armor information.。。

  7. Anonymous users2024-02-02

    Forgot = =、It seems to be two points of agility and one point of A.。

  8. Anonymous users2024-02-01

    Increases armor by 1 per 6 agility.

  9. Anonymous users2024-01-31

    You can check this on U9, it's very detailed.

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