Thread:ClariS/@comment-3017217-20141026134417/@comment-4881935-20141027030152

Haha, my little blog. Ah, that was good times. Anyways, to answer your question, your looking at factions wrong. When you look at it, I believe you see it as something along the lines as:

100 armor = 50% damage allowed 200 armor = 33% damage allowed 300 armor = 25% damage allowed 400 armor = 20% damage allowed

Right now, it indeed looks like there is diminishing returns, but the issue with that is, that's not how fractions works. Let's flip the perspective and turn those into fractions.

100 armor = 100/200 = 1/2 of the damage allowed 200 armor = 100/300 = 1/3 of the damage allowed 300 armor = 100/400 = 1/4 of the damage allowed 400 armor = 100/500 = 1/5 of the damage allowed

Do you consider that diminishing returns? In terms of fractions, that is linear. Going from 1/2 to 1/4 to 1/8 would be considered exponential. And as the armor/MR pages mention within their stacking section, we highlight this linear fraction though this: for every 1 Armor/MR, it increases 1% of your effective health. Is that also not linear?

But if your stuck on focusing on that Armor/MR must equate to damage reduction and not effective health, then here's a little secret about damage reduction. It scales with enemy damage output. Shocking right? But why do I bring this up? Will simply because what makes it right to claim that a 3% increase of reduction during the early stages of the game is better than a 1% increase of reduction at the the end stage of the game.

What if the 2% increase of reduction only reduce damage by 5 while the 1% increase of reduction reduce the damage by 10? Is this diminishing returns? A shift in perspective but still telling the same thing, and I have a non-diminishing return situation. In case you don't know why a situation like this can exist, just increase the damage output of the enemy at a faster rate resistance is built (that's how it actually works generally in most games).

To be honest, if armor/MR gave a linear progression of % damage reduction, it would either be overpowered or have to be toned to worthless because % damage reduction is a dual scaling, being affected by both the enemy and yourself.

I'm not here claiming that armor/MR are perfectly linear or exponential, but the fact is, you can't claim it's diminishing returns because there are evidence that points against it.

If you can look at those stats in the perspective of that increases effective health by 1% for every 1 armor/MR, then there exist no diminishing returns.

In fact,

I assume you have read the section of stacking armor/MR within those respective stat pages. For a very short answer, the fact that it increases effective health by 1% for every 1 Armor/MR provides a source of which Armor/MR does not have diminishing returns, and because we can say that, you can't claim as fact that those two stats have diminishing returns.

In other words, it's based on perspective. If you're willing to shift perspective, then what we say is true. But I'm sure that's not the response you're looking for, so let's just assume we have to look at the perspective that what 1 armor/ But anyways, it's based on perspective. Instead of looking at Armor/MR as 1 Armor/MR gives X% damage reduction, if you look at

Well, anyways, I assume you have read the section of stacking armor/MR within those respective stat pages. For a very short answer, the fact that it increases effective health by 1% for every 1 Armor/MR provides a source of which Armor/MR does not have diminishing returns, and because we can say that, you can't claim as fact that those two stats have diminishing returns

Anyways, it's base on perspective and you have to consider all the little details about reduction.

The first question, what exactly

Unlike those stats such as AD, AP, health, health regen, etc, you do need to realize that Armor/MR works different. When you look at those around stats, it's one stat increasing a flat statistic.

But Armor/MR does not work in that fashion. The most obvious thing you find that Armor/MR affect is the damage reduction of either physical or magical damage. The value you most obviously see is a percentage based statistic.

So why does this matter? This matter because you have to ask the question what exactly is this output that you claim Armor/MR give. If you believe that Armor/MR should be judged that it's diminishing returns because it does give a flat X% amount for each Armor/MR you buy, there is some merit to that statement, but it's not completely accurate.

Let me give you a little secret about damage reduction. It also scales with the enemy's damage output. Shocking, isn't it. This detail little detail is important,