Talk:Magic resistance/@comment-33825458-20171201024519/@comment-28977071-20171201111811

Quite unclear question, given the following factors:


 * the turrets' resists are variable over time (should round up at final 70)


 * those resists are prone to penetrations


 * absence of minions makes any damage reduced to one third of its effectiveness (ergo pretty much impossible to one-shot in a real game)

Now, let's assume a late-game turret (given the fact that both your mains and cumulate  infinitely) with fully stacked resists. To make the task somewhat more feasible, let's also put some friendly s around.

An in-game resist of quantity Q means that opponent has to produce damage increased by Q % to achieve the same effect as if there was no resist. The very idea is simplified by introducing "effective health". In practice, for our turret this means:

Cuz the champs end up with cca., and their autos vs the tower have ratio, your final goal seems to be  for the following scenario. Gl.

However:


 * and can add  scaling to your autos


 * ,, and  (as  you'd have to {si|flash}}) can give you , efficiently making the damage almost true.

That way cca. should do. However, you'd definitely want to swap out one item for. And lastly, maybe I miscalculated, the resulting numbers seem to be a bit too big..