Does anyone know the metrics on how to determine which is better and when? Often I am against a team with speed crystal and weapon, not sure if I should try full hp or mix armor types...
Another question is how does damage mitigation work, does 60 shield block the first 60 damage from crystal attacks, if not how do we calculate its effectiveness?
I did some research in a Practice Match with Glaive's basic attack (no skills, no upgrades).
Some observations I've learned while gathering this data:
1) Minions in the Jungle spawn at 0:45.
2) Minions in the Jungle get stronger starting at 4:00 and every 2 minutes afterwards.
Table 1: Glaive's basic attack vs Single Jungle Minion
Level
1
2
3
3
4
4
5
5
6
6
7
8
8
9
Time
0:45
2:00
3:40
4:29
5:35
6:00
7:00
8:04
8:39
10:00
10:48
12:51
14:00
14:31
Weapon Power
80
87
83
93
100
100
107
107
117
117
120
127
127
134
Damage Done
47
51
55
52
56
53
56
53
57
54
57
58
55
58
Damage Reduced by (+/- 1%)
41.25%
41.38%
40.86%
44.09%
44.00%
47.00%
47.66%
50.47%
51.28%
53.85%
52.50%
54.33%
56.69%
56.72%
Some assumptions before I make my conclusions:
1) Glaive's basic attack has a Weapon Ratio of 100%. In other words, +10 Weapon increases his basic attack damage by 10 before Armor.
2) Armor for Minions increase linearly.
Based on Table 1, I can see that Glaive's basic attack damage is reduced by roughly half.
Table 2: Jungle Minion's damage vs Glaive's Armor
Level
1
2
3
3
4
Time
0:45
2:17
3:54
4:17
4:58
Armor
25
29
32
32
35
Damage Taken
46
44
43
54
52
Based on Table 2, it seems that increasing Armor reduces the minion's basic attack (the headbutt specifically) by roughly half if you compare the amount of damage reduced due to the armor increase.
Now for Crystal Power... I haven't gotten to that yet. However, based on Weapon vs Armor, I assume it works the same way. Need more time/testing though.
As for what to invest in: I prefer Health/Shield to protect myself against burst and Health Regen/Armor for sustained fights. Since I play Petal almost exclusively, I already get a lot of Health Regen/Armor from her Bramblethorn Seed. So, I like to invest in Health/Shield to protect her against burst damage. Abilities like Aegis, Fountain of Renewal, and Crucible work very well.
This is balls awesome. Thank you... I am struggling to figure out the correct reactive build meta for Krull... I'm starting to think he is just not playable 1v2 roaming the jungle. 1v1 is easy mode, but he's squishy I am trying to find the right balance of defense gear. Currently I can survive a 2v1's initial bursts in mid game (boots 2, salvo, reflex x2, shield 1 or 2) but the fights last so long they get another set of bursts on me and its game over. Of course if I'm caught without sprint or reflex timers I get blown up.
As a follow up, your data appears to be a linear (weapon damage - armor x 50%)... I wonder if the same applies to abilities and shields ((ability damage + crystal/armor ratio %) - shield x 50%)
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