Thread:ClariS/@comment-3017217-20141026134417/@comment-4881935-20141027160248

Let repeat this again, that's not how fractions work. Let me explain it through this way.

Let's say Champion A (Cait) does 100 damage, and Champion B (Rammus) has 100 health with X amount of armor.


 * If Rammus has 0 armor, it takes Cait 1 hit to kill him.
 * If Rammus has 100 armor, it takes Cait 2 hits to kill him.
 * If Rammus has 200 armor, it takes Cait 3 hits to kill him.
 * If Rammus has 300 armor, it takes Cait 4 hits to kill him.
 * If Rammus has 400 armor, it takes Cait 5 hits to kill him.
 * If Rammus has X armor, it takes Cait X/100 + 1 hits to kill him.

There is no diminishing returns in this outcome. As you can clearly see, every 100 armor equals 1 additional hit, and this rate never changes. And it works like this because this is how fractions work.

The problem you have is that your perspective is skewed, focusing on the wrong details, and you have the wrong base value (which funny enough, my little blog was also about that). With 100 armor, you double your life. With 200 armor, you triple your life. Using the same setting above, with Rammus with 100 health and X armor:


 * Rammus with 0 armor has 100 effective health against phyiscal damage (x1)
 * Rammus with 100 armor has 200 effective health against physcal damage (x2)
 * Rammus with 200 armor has 300 effective health against physical damage (x3)
 * Rammus with 300 armor has 400 effective health against physical damage (x4)

Once again, no diminishing returns. And more my little rant, I guess you didn't get the point of that rant. It's just about that, your only focused on the percentage. A percentage without context is useless. You need to consider everything that goes into it, which you're not.