Talk:Black Cleaver/@comment-3188997-20101106050351/@comment-207.81.32.143-20101208052353

Late reply, but I don't think you get how percentage damage reduction works in general. When it comes to flat armour, you don't have multiplicative gains/losses in efficiency as you build/lose it; it always provides the same effect. Don't let percentage differences confuse you, because... well, simply said, addition/substraction is no way to deal with something like percentages.

Here's why:


 * Case 1: Enemy has 100 health, 0 armour. With 50 AD, you kill him in two hits.
 * Case 2: Enemy now has 50 armour. Dealing 33.3333 with 50AD, you need 3 hits to kill him.
 * Case 3: Enemy now has 100 armour (extra 50 armour). You deal 25 damage with the same AD, so you need 4 hits.
 * Case 4: Enemy has 150 armour. With 60% of your damage gone, you need 5 hits to kill him now.

If you notice, every 50 armour makes you need an extra hit to kill him. This also works backwards, ie. via Black Cleaver's armour reduction effect (think of it as starting from Case 4 back to Case 1). Note that you can also go into negative armour, so no need to worry about attacking someone with 30 armour.

Summary: It's equally effective on everyone.