League of Legends: I play more than 2,000 games, how to calculate

Updated on Game 2024-05-10
13 answers
  1. Anonymous users2024-02-10

    Well, here's the damage formula.

    100 (target armor magic resistance +100) * damage = actual damage For example, let's say you use Galen's Q to deal 100 physical damage and the opposing armor value is 0

    The damage is 100 100*100=1*100=100, and the damage reduction is 0%.

    If the armor is 50

    The damage is 100 (100+50)*100=2 3*100=67, and the damage is reduced by 33%.

    If armor is 100

    The damage is 100 (100+100)*100=1 2*100=50, and the damage is reduced by 50%.

    Magic resistance is the same.

    In other words, the higher your armor and magic resistance, the worse the damage reduction effect begs.

  2. Anonymous users2024-02-09

    A skill has 1000 damage, the opponent's magic resistance is xx, the panel will display the magic damage reduced xx, and then you calculate your magic penetration, subtract the opponent's magic resistance, and then subtract the percentage to finally get the damage.

  3. Anonymous users2024-02-08

    It's easy to use the blood bar on the hero model.,One grid is 100 points of blood.,Look at your skill damage and items and ignition damage.,It's roughly out.。

  4. Anonymous users2024-02-07

    As long as you have a general understanding of the armor demon resistance on the opposite side, you can see the length and how much the blood bar on the opposite side is.

  5. Anonymous users2024-02-06

    League of Legends is still in closed beta, and you need an internal activation code to play it. This activation code is the permission.

  6. Anonymous users2024-02-05

    First of all, go to the liquid belt to register in the United States.

    Then it's time to play.

    If the latency is high, use a VPN

  7. Anonymous users2024-02-04

    By time, the number of reinforcements, the number of heads, the number of assists, the number of towers, etc., the more you put together, the higher the experience, the longer the time of a round, and the more experience and gold. If the group is destroyed, or the supergod experience will be more, and if you still carry one after death, that person's head is three times as much as normal.

  8. Anonymous users2024-02-03

    By time, number of reinforcements, number of heads, number of assists, combined The longer a round, the more experience and gold.

  9. Anonymous users2024-02-02

    The main influencing factor of level experience is time, and a long time corresponds to a relatively large increase in experience, but there is a cap on hero proficiency experience:

    1. Battle loss ratio, i.e. the number of kills, deaths, and the number of assists 2. Win rate, and the win ratio of heroes saved games.

    3. The number of use sessions and the number of hero trials.

  10. Anonymous users2024-02-01

    The time you play, and your record, and the push tower, etc. The more experience, the higher the experience.

  11. Anonymous users2024-01-31

    The damage you give him your attack power (100 100 + his defense), magic damage is also this formula, it is recommended that the landlord carry a calculator with him in the future. There is also the option of counting armor cuts (e.g., black cuts) and then armor penetrations (e.g., Piercing Bows).

  12. Anonymous users2024-01-30

    The more you play, the more you experience. It's unrealistic. Damage reduction for various piercing mechanics and talents.

    It's not good. The best way to do it is. You can hit the enemy with a few energy.

    Look at how much blood. It's about how many can kill him.。。 The same applies to enemy damage.

  13. Anonymous users2024-01-29

    Armor penetration.

    Let's say I have 50% percent armor penetration and 20 armor penetration, and my enemies have 120 armor.

    First reduce the armor by 50%, then there is still 60 armor, then reduce it by 20, and there is 40 armor magic resistance to penetration.

    Damage Immunity = Magic Resistance 100 + Magic Resistance (Magic Resistance = 0).

    Damage Immunity = Magic Resistance 100 + Magic Resistance (Magic Resistance = 0).

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