• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:24
CEST 07:24
KST 14:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?20Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs Weekly Cups (August 10-16): SHIN doubles
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [ASL22] Ro24 Group F
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4073 users

[Champion] Viktor - Page 20

Forum Index > LoL Strategy
Post a Reply
Prev 1 18 19 20 All
NpG)Explosive
Profile Joined January 2003
France994 Posts
March 04 2015 22:44 GMT
#381
On March 05 2015 07:30 Ketara wrote:
Well, that's not the way armor is calculated anyway, it's calculated through Riots silly "Effective HP" thing.

http://leagueoflegends.wikia.com/wiki/Armor

But the short version is that yes, no matter how much armor you have or don't have, 0.6 more armor is still just as effective.


But that's plain wrong. I'll just take a simple example to illustrate. Going 0->50 armor means your damage reduction goes 0->33%: those 50 armor take away a third of the damage. Going 50->100 armor means your damage reduction goes 33-50%. Those extra 50 armor takes away a sixth of the damage. 50 armor in each case, are you going to argue that blocking a third or a sixth of the damage is just as effective?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-04 22:51:53
March 04 2015 22:50 GMT
#382
Actually, yes.

Lets say I have 1000 HP.

Lets say that attacks are doing 100 damage to me.

If I have 0 armor, it takes 10 hits to kill me.


If I have 50 armor, each hit does 66.6 damage, and it takes 15 hits to kill me, so my armor has made me 50% harder to kill.

If I have 100 armor, each hit does 50 damage, and it takes 20 hits to kill me, so my armor has made me 100% harder to kill.

Every 1 point of armor makes you 1% harder to kill, no matter how much armor you have.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
NpG)Explosive
Profile Joined January 2003
France994 Posts
March 04 2015 23:00 GMT
#383
On March 05 2015 07:50 Ketara wrote:
Actually, yes.

Lets say I have 1000 HP.

Lets say that attacks are doing 100 damage to me.

If I have 0 armor, it takes 10 hits to kill me.


If I have 50 armor, each hit does 66.6 damage, and it takes 15 hits to kill me, so my armor has made me 50% harder to kill.

If I have 100 armor, each hit does 50 damage, and it takes 20 hits to kill me, so my armor has made me 100% harder to kill.

Every 1 point of armor makes you 1% harder to kill, no matter how much armor you have.


You were dying in 15 hits, now you're dying in 20 hits, that's not a 100% increase.
With your maths, if every 50 armor was removing a third of the damage, all I'd need is to get 150 armor to be invincible.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-04 23:06:22
March 04 2015 23:04 GMT
#384
20 is 100% more than 10.

Let me ask you this. If the more armor you had the less valuable armor was, why would any champion ever buy 5 tank items?
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
NpG)Explosive
Profile Joined January 2003
France994 Posts
March 04 2015 23:21 GMT
#385
On March 05 2015 08:04 Ketara wrote:
20 is 100% more than 10.

Yes, except I don't want to how much it's worth to go 0->100 armor but how much it's worth to go 50->100 armor (which obviously doesn't depends on whatever happens if you have no armor).

On March 05 2015 08:04 Ketara wrote:
Let me ask you this. If the more armor you had the less valuable armor was, why would any champion ever buy 5 tank items?

There is still multiplicative scaling with HP and it helps you fill your role.
It may come as a shock to you, but many offensive stats (ad, ap, as, crit chance) have the same issue, each point gives less % damage increase than the previous one. It doesn't mean getting more than one ap item is terrible.
Goumindong
Profile Joined February 2013
United States3529 Posts
March 05 2015 08:53 GMT
#386
On March 05 2015 07:30 Ketara wrote:
Well, that's not the way armor is calculated anyway, it's calculated through Riots silly "Effective HP" thing.

http://leagueoflegends.wikia.com/wiki/Armor

But the short version is that yes, no matter how much armor you have or don't have, 0.6 more armor is still just as effective.


I think the disconnect here is that Roffles is thinking that 0.6 armor is ass, and 1 damage reduction is not ass.

The reality is that they're both ass, but one is ass that scales and the other is ass that does not.


Damage = Base damage / [1+(armor/100)]. So if you have 50 armor you take 1/1.5 if you have 100 you take 1/2 if you have 150 you take 1/2.5

Invert that and you get riots "effective HP" thing which is just another way of talking about armor, albeit one which isn't particularly efficient if you're doing "what should i buy/choose" maximization.

In this case NpG is correct. The effective amount of damage reduced depends on the amount of armor you have.

E.G. suppose you go from 50 to 51 to 52 armor and take 100 damage at each point. At 50 you take 66.66 damage at 51 you take 66.22 damage. At 52 you take 65.789

Or, going from 50 to 51 you reduced damage by .4451. A .666% increase in durability over 50 armor

and going from 51 to 52 you reduce damage by .4356 A .662% increase in durability over 51 armor

Either way. 5% more bonus stats is actually decent at higher levels if you're buying those stats. Going from 150 to 155 armor is about 2% more durability and as you continue to add bonus stats this increases to 5% more durability asymptotically . (plus its defenses and so is also an effective regen/healing boost)

But its probably not something that you should consider on a mage or over the hard regen from HP pots like biscuits or the early game defense of the flat damage reduction
the p00n
Profile Joined September 2010
Netherlands615 Posts
March 05 2015 12:17 GMT
#387
I'm not going to involve myself too much into this because I really can't be bothered but the tl;dr is that Ketara is right. The difference between 98% reduction and 99% reduction is greater than the difference between 10% reduction and 70% reduction.
NpG)Explosive
Profile Joined January 2003
France994 Posts
March 05 2015 12:31 GMT
#388
On March 05 2015 21:17 the p00n wrote:
I'm not going to involve myself too much into this because I really can't be bothered but the tl;dr is that Ketara is right. The difference between 98% reduction and 99% reduction is greater than the difference between 10% reduction and 70% reduction.

What do you mean by greater? I don't get how doubling your survivability is greater than tripling it.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2015-03-05 20:43:29
March 05 2015 20:42 GMT
#389
On March 05 2015 21:17 the p00n wrote:
I'm not going to involve myself too much into this because I really can't be bothered but the tl;dr is that Ketara is right. The difference between 98% reduction and 99% reduction is greater than the difference between 10% reduction and 70% reduction.


No. Ketara is applying a fixed reference point where applying one does not make sense. The fixed reference point he is using is the champions base health with zero armor. Which we don't care about because we care about the margin. And at the margin we're at +some amount of armor.

The 5% more bonus resistance gives you more survivability like so

Survivability With/Survivability Without = Damage Taken Without/Damage Taken With

Damage Taken With = DMG/(1+base armor + Bonus armor x 1.05)

Damage taken without = DMG/(1+base armor + Bonus armor)

So the ratio is (1+base armor + Bonus armor x 1.05)/(1+base armor + Bonus armor)

As you buy bonus armor it goes up. As you gain levels it goes down (as base armor is more of a component). Asymptotically this moves to 5%, though you typically won't get that much armor/mr ever.

We can however look at two examples. Level 13 Viktor with Scaling Armor runes and Zhonya(I.E. the KurO vs AD assassin build). 69.5 bonus armor 66.5 base armor. 5% more bonus armor is worth about 1.47% more survivability. Pretty clearly not worth it over getting the bonus HP early from pots.

Level 18 Maokai with Frozen Heart, Randuin's Omen, Sunfire Cape, and Thornmail, scaling armor yellows, flat armor quints, 21 defense in the middle of 6 enemy champions. 96.7 Base Armor. 383 Bonus armor = 3.3% more survivability. Might be worth it there.

Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
March 05 2015 22:15 GMT
#390
On March 05 2015 07:50 Ketara wrote:
Every 1 point of armor makes you 1% harder to kill, no matter how much armor you have.

Everyone 1 point of armor makes you 1% harder to kill relative to your base amount without any armor, but not relative to your previous armor level.

50->100 is the same as 150->200 relative to being at 0 armor, but 50->100 relative to 50 armor is more than 150->200 relative to 150 armor, which is what we actually care about.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 05 2015 22:21 GMT
#391
No, what you actually care about is a mastery page for Viktor, and somehow this has turned into a giant semantics argument that I refuse to continue to take part in.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Goumindong
Profile Joined February 2013
United States3529 Posts
March 06 2015 03:39 GMT
#392
On March 06 2015 07:21 Ketara wrote:
No, what you actually care about is a mastery page for Viktor, and somehow this has turned into a giant semantics argument that I refuse to continue to take part in.


Sure but you described the effect of the mastery page for Viktor incorrectly.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 07 2015 05:57 GMT
#393
Armor doesn't have diminishing returns and %increase in damage isn't as important as flat increase in damage. There's so much misinformation in this game on how multiplicative scaling works.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2015-03-08 09:20:10
March 08 2015 09:00 GMT
#394
On March 07 2015 14:57 obesechicken13 wrote:
Armor doesn't have diminishing returns and %increase in damage isn't as important as flat increase in damage. There's so much misinformation in this game on how multiplicative scaling works.


Short answer: No. Armor has diminishing returns

Long Answer: It depends on how you define "returns". If we define it from the static point of "your current HP" then no, armor doesn't have diminishing returns. You gain the same EHP per point of armor. But this has problems. Because then we have an issue that Health increase the returns from armor. Our point really isn't static

If instead we define based on the margin then armor does have diminishing returns. One point of armor does not increase your tankiness as much as the prior point of armor. This had advantageous properties. The biggest is that the armor return no longer depends on the amount of HP i have. If i go from 20 to 30 armor i increase my EHP vs armor by 8.3% (assuming no pen). I can then compare that to buying health directly. If i have an item which increases both because they're unitless increases i can product rule them together.

Whether or not you want to explicitly use the second framework, as soon as you start maximizing with regards to armor and HP you will find that you're working under the effects of that framework anyway, you're just doing more work for no reason

Edit: maybe a concrete example. You think you care about EHP multiplier, which is X = 1+ armor/100. This is linear. It's first derivative is positive (positive returns) and its second derivative is 0(constant returns)

But don't actually give a fuck about that. We care about is DR which is (1-1/x). The first derivative of this is 1/(x^2). Positive, so positive returns. The second derivative is -1/(x^3) negative, so decreasing returns. So it looks like armor has decreasing returns.

obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 08 2015 15:15 GMT
#395
On March 08 2015 18:00 Goumindong wrote:
Show nested quote +
On March 07 2015 14:57 obesechicken13 wrote:
Armor doesn't have diminishing returns and %increase in damage isn't as important as flat increase in damage. There's so much misinformation in this game on how multiplicative scaling works.


Short answer: No. Armor has diminishing returns

Long Answer: It depends on how you define "returns". If we define it from the static point of "your current HP" then no, armor doesn't have diminishing returns. You gain the same EHP per point of armor. But this has problems. Because then we have an issue that Health increase the returns from armor. Our point really isn't static

If instead we define based on the margin then armor does have diminishing returns. One point of armor does not increase your tankiness as much as the prior point of armor. This had advantageous properties. The biggest is that the armor return no longer depends on the amount of HP i have. If i go from 20 to 30 armor i increase my EHP vs armor by 8.3% (assuming no pen). I can then compare that to buying health directly. If i have an item which increases both because they're unitless increases i can product rule them together.

Whether or not you want to explicitly use the second framework, as soon as you start maximizing with regards to armor and HP you will find that you're working under the effects of that framework anyway, you're just doing more work for no reason

Edit: maybe a concrete example. You think you care about EHP multiplier, which is X = 1+ armor/100. This is linear. It's first derivative is positive (positive returns) and its second derivative is 0(constant returns)

But don't actually give a fuck about that. We care about is DR which is (1-1/x). The first derivative of this is 1/(x^2). Positive, so positive returns. The second derivative is -1/(x^3) negative, so decreasing returns. So it looks like armor has decreasing returns.


Yeah sometimes you buy health when you have enough armor. That's fine, but the discussion in this page so far has been talking about how a 25% reduction in damage (0->33 armor) is better than a subsequent 15% reduction in damage (100->133 armor) when in reality the flat increase in ehp is the same.

Diminishing returns doesn't care about %increase/decrese it's about flat increases/decreases.

Finally your post is going on a tangent. Everyone knows you buy resists and health together.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Goumindong
Profile Joined February 2013
United States3529 Posts
March 08 2015 19:54 GMT
#396
I... I just explained to you, in both math(i literally did the derivatives to show you!) and in practice how it has diminishing returns. I don't know what else to say.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-08 21:17:42
March 08 2015 20:35 GMT
#397
If you have 1000 HP, and are taking 100 physical damage per second.

At 0 armor it takes you 10 seconds to die, at 100 armor it takes you 20 seconds.

Going 0->33 takes you from 10 seconds to 13.3 seconds.

Going 100->133 takes you from 20 seconds to 23.3 seconds.

In either case 33 armor made you survive 3.3 seconds longer.

There are no diminishing returns.



Yes, 3.3 seconds is a smaller percentage of 20 than it is of 10, but that has absolutely nothing to do with the discussion, which is why I called it a stupid semantics argument. It has derailed the thread, is of no use to the champion discussion, and really needs to stop.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-03-08 22:29:54
March 08 2015 22:28 GMT
#398
I thought this was the goddaman Viktor thread.
How about people create a math thread if they want to talk about that instead? Also that there aren't diminishing returns in terms of absolute values don't necessarily mean that relatively speaking you can't start getting less out of your buys.

In other news, after some more tests I'm 0K with augmenting Q after sorcs+morello if I don't immediatly need zhonya's or void staff to be able to do something. If it lines up with the roaming/skirmishing part, or if you get a match-up that lets you shove then move to gank sidelanes then the ability to chase/kite is really nice.
Cant take LMS hipsters serious.
Prev 1 18 19 20 All
Please log in or register to reply.
Live Events Refresh
OSC
22:30
Masters Cup #151
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 216
StarCraft: Brood War
Rain 2647
GuemChi 1634
actioN 639
Aegong 54
Noble 31
Icarus 7
Dota 2
NeuroSwarm167
Super Smash Bros
Mew2King189
Other Games
summit1g4878
Coldzera 888
XaKoH 287
C9.Mang0277
Livibee99
Organizations
Other Games
BasetradeTV39
[ Show 13 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 28
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo896
• Rush637
• Stunt290
Other Games
• Scarra615
Upcoming Events
IntoTheTV X SOOP
5h 36m
CranKy Ducklings
1d 4h
Big Brain Bouts
1d 4h
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
Sparkling Tuna Cup
2 days
OSC
2 days
Shopify Rebellion Sundays
2 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
2 days
Afreeca Starleague
3 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
3 days
Afreeca Starleague
4 days
Leta vs ggaemo
Jaedong vs Queen
[ Show More ]
GSL
4 days
PiGosaur Cup
4 days
Kung Fu Cup
5 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.