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How to calculate lol attack power

Publish: 2021-03-25 23:12:34
1. Lol damage algorithm

tank damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in.
2. Damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in< br /> http://lol.gamebbs.qq.com/thread-206560-1-1.html
3. If this is the right line, it really depends on experience. Bad damage calculation is the reason why strawberry gives blood
4. Ordinary attack is based on multiplying your physical attack by 1 and subtracting the damage reced by the opposite armor. For example, if you attack 100 armor, it can rece 50% of the damage. Your ordinary attack can only cause 50% of the damage. Some skill damage is attack bonus and some can be imposed by law. The damage caused depends on the damage reced by the opposite armor and magic resistance
5. 1 point attack can complete 1 point health damage to local heroes with normal attack... In fact, you should ask how to calculate defense: Defense has a calculation formula "your defense divided by your defense plus 100, which is your percentage damage rection". For example, if the physical defense is 30, then 50 / 50 + 100, then your damage rection ability is one third. 100 attacks can only complete 66 damage to you. Of course, defense is divided into physical defense and legal defense. I don't need to explain this
6. The basic attack is the character's own attack, not including the equipment and rune bonus. After entering the game, the mouse is placed on the attack power, and then the basic attack comes out outside the brackets. Inside the brackets is the sub plus attack, which is the character's basic attack. The growth of basic attack is different for each hero. Every level like manwang will increase a lot of attacks, and each hero's attack growth has a fixed value, It doesn't count
7.
  1. in the online game of lol hero League, there are three ways to rece the health value (Health) by killing the other hero: magic damage (AP), physical damage (AD) and real damage

  2. what is magic damage: magic damage refers to the damage caused by a hero's skill or an item's skill. Increasing magic resistance is an effective way to rece magic damage

  3. calculation method of magic damage: actual magic damage = hero skill / item skill + spell strength bonus + (Spell Penetration - opponent's magic resistance). In other words, magic damage is generated by hero's skill damage (or item's skill damage) plus hero's spell strength plus hero's Spell Penetration minus opponent's magic resistance

  4. what is "physical damage": physical damage is defined by the rection of the opponent's health caused by the hero's ordinary attack or the hero's physical damage skills. By increasing the armor value, you can effectively rece the physical damage. Similarly, armor penetration can counteract armor

  5. calculation method of physical damage: actual physical damage = hero's ordinary attack / hero's physical damage skill + (armor penetration - opponent's armor value)

  6. real damage is also known as "holy damage", which refers to the damage directly caused to the opponent by ignoring the armor and magic resistance of the opponent (that is, the rection of HP). At present, among 124 heroes in lol hero League, only 11 have real damage ability< br />

8. League of heroes damage is divided into three types: physical damage, magic damage, and real damage. Physical damage is the usual attack power, which is the first one in the character's attribute column. It is the same as the equipment bonus that increases the attack power. Ordinary attack is physical damage (except for the winder and other special cases with skills), and magic damage is in skills, (some physical hero skills are physical damage) this is improved by adding spell strength equipment. There are only a few hero skills for real damage, such as R of void fear and W of blade will. The difference between them and the former two is that when you hit a person with physical damage, the real damage is to subtract his armor from his attack power, In terms of spell damage, the spell damage minus its magic resistance, while the real damage is as much as it says, which can't be offset< There are two kinds of attacks, one is ad attack and the other is AP attack. The first and the second character attack on the left of the corresponding panel value can be divided into two ways:
ordinary attack (that is, the damage caused by right clicking on the enemy)
skill attack (hero's passive, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills) Special effects of items)
and skill attacks are usually divided into three types of damage:
1: physical damage. The bonus of physical damage is calculated according to the ad value on your left panel (the icon is a sword). Physical damage can be reced through armor
2: magic damage, The bonus of magic damage is calculated according to the AP value (the icon is a staff) on the left panel as a parameter,
magic damage can be reced through magic resistance
3: real damage, real damage causes 100% damage, ignoring armor and magic resistance. That is to say, how much damage will be caused according to the description on the ability panel, which can't be offset, Reced

you can take a look at each hero's skill. Skill damage is divided into two parts in the manual. One part is the basic damage of the current level skill, and the other part is the equipment bonus damage. The equipment bonus damage is displayed in (). Red represents physical bonus, and green (also like blue) represents magic bonus
9. There are three kinds of damage in hero League: physical damage, magic damage, and real damage. Physical damage is the common attack power, which is the first one in the character's attribute column. It is the same as the equipment bonus that increases the attack power. Ordinary attack is physical damage (except for the special cases with skills such as clockwork), and magic damage is all in skills, (some physical hero skills are physical damage) this is improved by adding spell strength equipment. There are only a few hero skills for real damage, such as R of void fear and W of blade will. The difference between them and the former two is that when you hit a person with physical damage, the real damage is to subtract his armor from his attack power, In terms of spell damage, the spell damage minus its magic resistance, while the real damage is as much as it says, which can't be offset
10. Physical real damage = [(attack power + additional damage of some skills) * critical hit rate + additional damage of some skills and equipment] * 100 / [100 + (armor value - armor penetration value) * (1 - armor penetration rate)]
Magic real damage = (magic strength + additional damage of some skills and equipment) * 100 / [100 + (magic resistance - Magic Resistance penetration value)]
some skills damage is real damage directly, Such as w of blade, R of big mouth and so on, can't critical hit.
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