Board Thread:Wiki discussions and announcements/@comment-1990160-20140521040036/@comment-4091261-20140523213915

Deshiba wrote:

Buying armor and magic resistance give their flat statistics that gives you a certain value for your gold. But it's actual effect in game is the reduction of their respective incoming damage types by a percentage. And like anything percentage based, that value is multiplicative so it has diminishing returns. Deshiba, I'm about to suggest the most outrageous thing in the history of LoL kind. Please take this with the most serious regard as possible, because I really think I'm on to something here. Let's make a formula for armor and magic resistance.

Thanks to your information on armor and magic resistance I can actually deterimine that we can find the secret formula for armor and magic resistance. So if I am to understand correctly, it is impossible to reach 100% damage reduction correct? The exception being the invulnerable status and. Is it safe to assume that it is also impossible to reach a -100% damage reduction? That is from dropping enemies armor and magic resistance below 0. If it is, then would it be safe to assume a tanh(x) function, hyperbolic tangent of x, as a model for our relationship between armor/magic resistance with damage reduction.

Now you might be thinking i'm way in over my head. But I am simply doing something we should have been doing from the start, rasing the standard. As impossible as this sounds we must remember that Riot uses a formula too. The formula most likely compares to what we could make from this tanh(x) function. I am going to personally do some data gathering and make a diagram to base our formula on.