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Question about some game mechanics
Rouger4
I know that if you have a 210 armour break, a 2100 armour won’t be 10 times stronger. But if u had 10 armour breaks, would diminishing returns still affect it?
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Rouger4
Like if u had 10 armour breaks that are 210, would the attack increase be more than a single 2100 armour break?
MCOCHazza
I actually don’t know how this functions - however I’d assume that becuase each champion’s initial armour rating is different, it would impact the damage you deal to any specific champion regardless of if you have the same amount of armour breaks.
As for the diminishing returns and comparison between the two scenarios, I’m not entirely sure. One would assume that 10x 210 is roughly equal to 1x 2100 armour break, However diminishing returns could definitely factor in.
I’m genuinely curious on this one. Hopefully a mod or someone who’s an expert (*cough cough* DNA3000 *cough cough*) could help out here
Rouger4
@DNA3000
can you answer this because we are just worthless mortals
DNA3000
Armor break is one of those things that has changed several times in terms of how it works mechanically, and I haven't checked it recently. But the last time I did check it, it did not work as you would expect DR to function. Instead, the game appeared to use a completely different formula for negative armor rating. If your net overall armor rating is positive, after factoring in armor buffs and armor break debuffs, the net value just goes into the DR formula. But if net armor rating was negative, then the game just took your armor rating value, divided by 2000 (if I recall correctly) and scaled damage to that value.
In other words, -2000 armor rating meant you'd be doing twice normal damage. -4000 armor rating meant you'd be doing three times normal damage, -6000 armor rating meant four times normal damage, and so on. Formulaicly:
Net Damage = Damage * (1 - ArmorRating/2000). [Note the sign is minus because your armor rating itself is negative when using this formula]
It is entirely possible it is working differently now, or has special corner cases: testing armor break was one of those things I could never get to follow a consistent pattern across every scenario. But as of when I last looked, the bottom line was: Add up all your armor buffs, subtract all your armor breaks, and if value is zero or positive then your actual armor percentage was DR(value) and if it was negative then it was AR/2000. Then your damage would be D * (1-ArmorPercentage).
Rouger4
Thank you oh mighty lord
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