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-   -   health vs resistance? (http://forums.na.leagueoflegends.com/board/showthread.php?t=3043838)

imanoobyesiam 01-25-2013 12:43 PM

health vs resistance?
which one is better/ which one to get first? i get that resistance is generally better but without enough health you still wont survive so basically which one do you build first?

JustMyBassCannon 01-25-2013 01:05 PM

Health is better early, because you have low numbers so the increase is much more. Later on, resistance is good to get because you've got large enough HP numbers such that defensive multiplication via resistance is better than straight-up HP.

Meshly 01-25-2013 02:37 PM

Depends, do they get penetration?

ChiSqrd 01-26-2013 08:59 AM

With all the black cleavers and last whispers health is usually better.

Xela Syab 01-26-2013 02:04 PM

Typically you end up with both or all. Runic Bulwark is a pretty solid choice since it gives all defensive stats and an aura. Warmog is good mid game when you don't know who is fed and need to survive teamfights. Its ideal to find items that give resistance/health plus utility. Carry got fed, grab a chain vest, need cdr get Frozen Heart. Mage got fed, grab a Negatron Cloak, need mana and health, get Banshee's Veil. Assassin/jungler got fed, grab Giants belt, need cc, grab Rylais.

Armor has been gimped pretty bad with LW and BC and the fact that carries/bruisers don't deal burst damage they deal sustained damage which is really debilitating when you're resistance is stripped, and because BC is such an all in one item that works well in any stage of the game. Can't really find any reason not to get it honestly unless you need life steal more.

67chrome 01-26-2013 03:14 PM

On their actual functionality, the only real difference they have is how they interact with healing effects, and how many damage types ignore their EHP (effective hit points) bonuses. Resistances more or less apply a %healing effects bonus just by having them. Restoring 10 health when you have 50% damage reduction effectively restores 20 EHP, while restoring 10 health when you just stack health and have 0% damage reduction restores 10 EHP (and that applies to everything that restores health, including increasing your maximum health). Resistances have the inverse effect on life-steal, as life steal is based on actual damage dealt. If an opponent strikes you with 100 damage at 10% life steal, they will restore 10 health with each strike if you have 2000 health and 0 resistances (for 2000 EHP), but only recover 5 health with each strike if you have 1000 health and 50% damage reduction (for 2000 EHP). I should also add Thornmail reflects damage before it's mitigated by your resistances, which can make it particularly effective at shutting down life steal with this functionality.

Health tends to have the advantage (in basically any game) that more health will always increase your EHP score against every damage type. With armor you generally have armor penetration, or damage types (such as magical, true, and abilities that cost health) that ignore armor entirely. For magic resistance there is physical damage, true damage, and ability health costs. Which makes 50% physical damage reduction less useful on average than +100% HP (at least in relatively short fights were healing is not going to happen). And while certain champions do have %max health damage capabilities, such champions apply plenty of flat damage in their rotation or on the attacks it's applied with to make health always useful even against them.

For the game costs health is much more effective as the first pick up in LoL now. Health tends to be the most turbulent attribute gained from leveling up, were your average champion has 500 health at level one and quadruples that to around 2000 upon reaching level 18. As such health tends to be balanced around levels 9-10, so any HP bonus grabbed at level 1 will be roughly twice as effective as it's costs otherwise indicate.

Considering the average champion has somewhere around 500 health, 18 armor, and 30 magic resistance at level 1; to double your EHP score with health or resistances you need:

500 health, or (~1250 gold) worth of health.
With resistances, you need 136 armor (~2448 gold) and 160 magic resistance (~2880 gold) for a total of (~5328 gold).

On the average level 18 (melee) champion with 2000 health, 77 armor, and 51 magic resistance: to double your EHP you'd need:

2000 health, or (5000~gold) worth of health
254 armor (~4572 gold) and 202 magic resistance (~3636 gold) for a total of (8208 gold).

It's worth noting that health and resistances stack multiplicativly with each other while they stack linearly with themselves though - so even though resistances are less cost-effective in the short run you can eventually reach a point were stacking health ceases to be as cost effective as picking up some level of resistances. Which I'm fairly certain works out to were every 100 gold you spend on EHP ~73% should be on health and ~27% should be on resistances concerning average level 18 values.

You should certainly get health first, basically.

Sleeper Cell 01-26-2013 03:36 PM

Third post has TL;DR http://na.leagueoflegends.com/board/....php?t=1738200

FreeGothitelle 01-26-2013 05:39 PM


Originally Posted by DankChi (Hozzászólás 33912653)
With all the black cleavers and last whispers health is usually better.

Eh, that's a misconsception
Armour counters flat armour pen better than health does.
A mix of health and armour counters flat pen + percentage pen much better than straight health.

Basically sunfire/randuins is basically always better than warmogs at dealing with physical damage. Warmogs is just better overall as it helps reduce all incoming forms of damage (excluding %health damage)

jmlinden7 01-26-2013 05:41 PM

Early game, health is better because you have so little of it. Late game, you have a ton of health (~2k- 2.2k base health) so armor is better.

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