Stats have diminishing returns. It’s not a linear scale (i.e. you do not get 10% crit rating for every 200 raw stat gains). As an example:Raw stat: actual percentage500: 20%1000: 33%2000: 50%…f8000: 80%
Stats have diminishing returns. It’s not a linear scale (i.e. you do not get 10% crit rating for every 200 raw stat gains). As an example:Raw stat: actual percentage500: 20%1000: 33%2000: 50%…f8000: 80% So if this is the case why have numbers or details explaining partially what the numbers are even there for. If it doesn't follow math or logic or any type of common principles we could just be all over the place and it could be just random nonsense for example 2637: 3% 346: 15%876539:16%42: 20% So I don't know about you but this sure doesn't seem to be reasonable or understandable at all
Stats have diminishing returns. It’s not a linear scale (i.e. you do not get 10% crit rating for every 200 raw stat gains). As an example:Raw stat: actual percentage500: 20%1000: 33%2000: 50%…f8000: 80% So if this is the case why have numbers or details explaining partially what the numbers are even there for. If it doesn't follow math or logic or any type of common principles we could just be all over the place and it could be just random nonsense for example 2637: 3% 346: 15%876539:16%42: 20% So I don't know about you but this sure doesn't seem to be reasonable or understandable at all Because it does follow math and logic. The conversion is just closer to exponential rather than linear. Nothing in your screenshot is lying to you. You have a base block proficiency of 3670, which translates to 64.7% reduced damage while blocking. The stat focus adds 1093 block proficiency. Your new stat total is now 4763, which translates to 70.4%, a 5.7% increase. This is all correct information that has been conveyed to you.
It’s a diminishing returns scale: increasing the flat stat always does increase the percentage, but the higher the stat is the less increase you get from the next point. For example, and not using the exact calculations, say 1000 armor translates to 50% damage reduction. That causes problems once you scale up to 100%, because you’d never take damage. so the way it scales can never hit 100%. Instead the first 1000 gets you to 50%, then adding another 1000 only pushes you to 75%, then the next 1000 increases to 85%… you always benefit from increased armor but the increase slows down the higher the rating is.
It’s a diminishing returns scale: increasing the flat stat always does increase the percentage, but the higher the stat is the less increase you get from the next point. For example, and not using the exact calculations, say 1000 armor translates to 50% damage reduction. That causes problems once you scale up to 100%, because you’d never take damage. so the way it scales can never hit 100%. Instead the first 1000 gets you to 50%, then adding another 1000 only pushes you to 75%, then the next 1000 increases to 85%… you always benefit from increased armor but the increase slows down the higher the rating is. In this theory that is completely idiotic though Why have numbers and math which have been scientifically proven and can only be determined and solved in one correct answer, to go in throw that principal away and come up with your own formulas that do not follow numbers and math at all. That is ignorant to use math that doesn't abide by math. Which is also then becoming a false untrue claim or statement. When you could just be honest and simply say an increase with no numbers or math at all that are just going to be incorrect!
When base stats are modified in MCOC (by a champ ability, a node, etc) it’s almost always a curve (non-linear) instead of a straight increase like the kind of math you are referencing (linear).I can’t think of a champ example off the top of my head, but for certain champs you will see in their description something like “when X happens, attack increases by Y amount.” Sometimes those numbers seem huge — you might have a base attack of 4000 that gets increased by 2x or 3x or 5x. But when the fight is happening and you get the increase, it’s not like your champ starts hitting 3x harder with 3x bigger numbers. Yeah, there is a noticeable increase but it’s not an insane change. That’s diminishing returns in action. *not a mathematician, I’m sure others can do a better job explaining
When base stats are modified in MCOC (by a champ ability, a node, etc) it’s almost always a curve (non-linear) instead of a straight increase like the kind of math you are referencing (linear).I can’t think of a champ example off the top of my head, but for certain champs you will see in their description something like “when X happens, attack increases by Y amount.” Sometimes those numbers seem huge — you might have a base attack of 4000 that gets increased by 2x or 3x or 5x. But when the fight is happening and you get the increase, it’s not like your champ starts hitting 3x harder with 3x bigger numbers. Yeah, there is a noticeable increase but it’s not an insane change. That’s diminishing returns in action. *not a mathematician, I’m sure others can do a better job explaining Yeah this is correct. DLL (MCOC designer) talks about some of the math stuff in this video if anyone is interested:https://youtu.be/ga-SliROcps