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HP vs Armor/Shield

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Quote | PM | +Rep by Inkwell » November 24, 2014 3:42pm | Report
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...

Inkwell
Posts: 10
Quote | PM | +Rep by Inkwell » November 24, 2014 4:46pm | Report
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?

Thanks!

Inkwell
Posts: 10
Quote | PM | +Rep by SentinelArk » November 25, 2014 6:28am | Report
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.

SentinelArk
Notable (2)
Posts: 3
Quote | PM | +Rep by Inkwell » November 25, 2014 7:37pm | Report
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.

Inkwell
Posts: 10
Quote | PM | +Rep by Inkwell » November 25, 2014 7:47pm | Report
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%)

Inkwell
Posts: 10
Quote | PM | +Rep by Hellstrike » November 25, 2014 11:34pm | Report
http://forums.vainglorygame.com/index.php?threads/i-need-game-calculation-info.1681/

That should answer most of your questions.

Hellstrike
Posts: 1

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