Armor penetration how does it work




















Your job as an assassin is to kill enemy champions that are out of position, get picks for your team, and kill the enemy carries before they can do anything in a fight. The average base Armor stats for all marksman champions at level 1 is Assuming they do not build any defensive items until a late game Guardian Angel with 30 Armor they are typically sitting around If you were to build all three Lethality items Duskblade of Draktharr, Edge of Night, and Youmuu's Ghostblade which have 18 Lethality, you will essentially have 54 flat Armor Penetration at level With the average Armor of marksman champions at level 18 being Now, if Lethality seems so good against enemy carries why would you ever build Armor Penetration items?

One thing you need to look at is the type of champion you are playing and what their kit revolves around. For AD assassins, they rely on getting to backline focusing squishy champions and using their full combo to burst down an enemy carry.

Their spells and combos usually have long cooldowns that you cannot spam which makes it hard for them to kill off tanks. They are also typically melee champions meaning that if they do not get their full combo off they must rely on auto-attacking to finish the job.

It is most valuable against squishes, such as enemy carries that do not have many resistances. If enemy ad carry has 38 armor, and you have 50 lethality, he will effectively have armor versus you. Yes, you read that correctly. Armor can also go into negative numbers. In order to be easier to balance, lethality scales with levels. When you purchase your favorite Duskblade of Draktharr that provides 18 lethality you do not get access to all of it instantly.

Furthermore, is uses the following formula in order to determine how much Lethality will u get:. Lethality items can, and do stack. It is also a great idea to stack them if enemy team has a lot of squishy members, since lethality will be more useful against them compared to armor penetration.

In fact, the most lethality you can have is which is more than enough to reduce most carries armor to basically 0. All of your damage towards enemy champions gets increased regardless of its form. The same is also true for armor penetration. Yes, absolutely! If you need more help regarding that or other mods, feel free to pm me.

The spear is a bit of a special case imo. It is dreadfully overpowered at the moment, and I am expecting it to lose some AP at some point. Right now there is no reason to use the halberd since the spear does everything better. They are just there to describe how the weapon is meant to be used rather than describing an exact stat. Like Halberd and Axe. The tag is more of a description for what the weapon is useful for. Yes light attacks will do damage on armor with that tag.

A lot of weapons will do damage on light attacks, but not as much compared to others. And all weapons will do damage on charged attacks. How the attack swings matters too. If the AP of your shell is exactly double the AC of the enemy armor, it does full damage, meaning it simply subtracts the shell damage from the block health. If the AP is less than double the AC, it does less damage than it says.

I'm not entirely sure if overpenetration increases damage. There are factors to be taken into consideration such as armor stacking. A two meter thick metal sheet has double the surface AC of a single layer. As far as armoring your ships goes, when you are doing layered armor you want the blocks with the highest health to be the first layer too, because once the first layer is gone the second layer will have less armor class than the layered armor did and will thus be much easier to get through.

Say for example you built a wall with 1 meter of metal and 1 meter of heavy armor. Either way you put them, it will end up with a similar AC value on the first layer. But if you put the heavy armor at the front you will have significantly higher HP to go along with the AC on the first layer, so it will last longer against damage than it would if you had put the metal at the front.

Edit: as far as building APS for armor piercing shells, you probably want a fairly high caliber, at least mm or so. The wiki-page for damage is actually up-to-date for the most part. Originally posted by Silamon :.



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