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Armour vs health

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stephone

Member

12-13-2011

Wanted to know whats the difference from getting health or in other words the benefits of getting armour iteams and runes over health armour and runes? Why not just get health runes and iteams instead of armour?


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Cobrikhan

Junior Member

12-13-2011

Stacking HP doesn't make you any tougher, it just makes you a bigger stick of butter. Mitigation (Armor/MR) reduces incoming damage far more effectively than trying to absorb the damage with more and more HP. The only exception here is true damage which can not be mitigated. % damage makes high HP a wasted effort and % True Damage (Vayne bolts) just leaves you SOL.


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breadbocks

Senior Member

12-13-2011

Armor is better to a point (Around 200-300) after which each point becomes trivial. 700 armor only blocks 87% of attack damage. 800 only blocks 89%. 300 blocks 75%. Once you reach 300 in armor/mr, stop and get some **** hp.


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DarkenDragon

Senior Member

12-13-2011

Health is a base stat, the more you get the more you add on. resistance (armor and magic resistance) are multipliers, they reduce damage or you can think of it as increasing your health against that damage type.

for every 1 armor or magic resistance, you can think of it as 1% of health increase. so if you have 100 armor or magic resistance, you'll have 100% extra health against it's corresponding damage type or 50% damage reduction.

if you get just pure health, your just adding health and not really increasing by much at all, getting nothing but armor or magic resistance will multiply your health but multiplying a small number will still be pretty small.

you need to balance it all out and usually at 2k health you should start building your resistances.

or another way of thinking is if your taking more than 10% of your health in damage then you need to start building more resistance against that damage type, otherwise build more health (someone put a guide that mentioned that, but I forgot who it was)


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Cenerae

Senior Member

12-13-2011

I believe it's been mathcrafted that health is the better stat to stack for early-mid game, and resistances are better late game.

Ultimately you want a balance of both, though.


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Xetal

Senior Member

12-13-2011

Armor and Health multiply against eachother for your ability to survive physical attacks.

Thus stacking one or stacking the other is not as effective as mixing the two.


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Pictones

Junior Member

05-07-2012

Consider build up armor/Mresistance over health when you have a healer.


Its much more valuable reduce the damage income than be a huge cantle of butter.

Its better have 1500 of Hp and get only 200 damage than have 3000HP but get a blast of 500 in your face.


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Dane Belthound

Senior Member

05-07-2012

1) health will prevent you from being bursted down by a nuke.

2) Armor is great for preventing high as and maintaining some sustain during the course of a long team fight.


If you go all health and no armor, you will not have much sustain when faced with a High AS champ. However, you also will not be bursted down and killed by an AP or AD nuke. Usually as a tank you are going to want some decent health (1 warmongers is typically enough) and 200+ armor depending on their team comp.


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Warrrrax

Senior Member

05-07-2012

The term you are looking for is "effective health".
You can search for threads like so: http://na.leagueoflegends.com/board/showthread.php?t=1743570

Each 100 armor basically adds your health again as far as the damage you can take. So with 200 armor, you are only taking 33% of damage. So your 2k health is really now worth 6k as thats how much damage you can take. This is good because healing effects work better vs an armored target... in other words 1000 healing with 0 armor removes 1000 damage. 1000 healing on the 200armor guy removes 3k worth of damage effectively.

So you need a balance of armor/MR and health to do well. Having 1000 armor is useless if you only have 50 health right? But 5000 health is not useful with no armor,..

Hence there are formulas you can derive but basically you want a mix of armor/MR and health. But you can see already that getting 100 armor and 100 MR (3k gold) is cheaper than getting another 2k health (5k gold). But at a certain point, the existence of percentage based armor/MR penetration makes excessively high armor/MR a bad idea.


Basically you start with more 'gold value' of health than you do armor or magic resistance. 2k health which is standard for an 18 champ is worth 5000 gold if bought thru basic items.
80 armor and 30 MR are only good for 1200 and 450 respectively.

Therefore you typically want to start out getting armor/MR usually and then work on health.


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