r00kie
09-11-2009, 04:34 PM
Hello guys,
I've seen alot of message flying around concerning those 2 items and decided I would see where to draw the line.
Lets take 2 heroes with the same base stats :
=1000 hp
=0 armor
=50 damage received
Now let's compute the damage reductions :
HoTBL : (50-(.7*40))*(1-(0*.06/(1+.06*0AR))) = 22 dmg received
SH : (50-(0))*(1-(10*.06/(1+.06*10))) = 31 dmg received
Before calculating the regeneration bonus let's give ourselves a survivability indicator (remember HoTBL gives + 300hp) :
HoTBL : 1300/22 = 59 hits
SH : 1000/31 = 32.25 hits
Now to compute the regeneration given by both items we will assume that the enemy hits every 2 secondes, giving 2 seconds to regenerate some HP :
HoTBL : 6*59*2+1300 = 2009 hp
SH : 8*32.25*2+1000 = 1512 hp
Now we compute a new survivability based on this total hp :
HoTBL : 91 hits
SH : 48 hits
Wow so far HoTBL seems to work really well you can survive 89% more hits than the Shaman Headress..
Let's see how it scales on increments of 250hp and 25 damage per "level" going towards a mid/end-game scenario. Given 1000hp and 50 damage is very early game and tough to achieve (to get 2k that fast)
1250hp/75dmg
HoTBL : 41 hits
SH : 36 hits
1500hp/100dmg
HoTBL : 29
SH : 30
We are getting at the beggining of mid-game and both items seems to have reached a somewhat equal level of damage absorbtion... Let's continue further...
1750hp/125dmg
HoTBL : 24
SH : 27
2000hp/150dmg
HoTBL : 21
SH : 25
I think you can see where it is heading here.. The damage reduction of HoTBL does not scales well going late game...
2750hp/225dmg
HoTBL : 16
SH : 22
Shaman Headress is now 37.5% more effective than the Helm.. Quite interesting...
Now you will say, hey it's totally different ! HoTBL block physical damage while Shaman reduces Magical damage.. While this is true, I think it is still a worthy comparison as a tank will get focused by spells as much as by physical attacks.
Now, it really depends on how you expect to play your game. In pub stomping the helm might help you alot more, since noob in general will rarely end the fight in a few seconds... While when you are against more organised team most damage output will come from spells (the starting stun + nuking) the finishing hits might be physical yes...
It really comes down to what level you are playing, in my opinion if you are playing against decent people with nuke ability, its the Shaman Headress for sure, if you are pubstomping, you could go for the HoTBL, but you might aswell be better off with a platemail that will scale to be superior to your Helm even without the hp regeneration...
There is also a few situation where armor is not superior to blocking/having more hp... This is when you are facing a team which uses armor reduction modifiers...
I might have a few things off (especially with the reneration calculations) But in the end I think I've learned that armor is definitly worth it over any amount of health...
Believe it or not, but in term of survavibility +10 AR is edging the Behemoths Heart +965hp and +1% hp regen (if I did compute it well)
Please correct me if I'm wrong or add anything you want but I feel that to much people are stacking hearts or purely HP items. In the end the safest way is to have a little bit of both to be safe if your armor get reducted, and to be safe against damage scaling through the game..
Is an item really superior to the other ? I don't think so... Some tanks have a better early game.. Others have a better late game, I'm just trying to get all the fundamentals in and trying to think a little more into it without buying everything everyone says :)
I've seen alot of message flying around concerning those 2 items and decided I would see where to draw the line.
Lets take 2 heroes with the same base stats :
=1000 hp
=0 armor
=50 damage received
Now let's compute the damage reductions :
HoTBL : (50-(.7*40))*(1-(0*.06/(1+.06*0AR))) = 22 dmg received
SH : (50-(0))*(1-(10*.06/(1+.06*10))) = 31 dmg received
Before calculating the regeneration bonus let's give ourselves a survivability indicator (remember HoTBL gives + 300hp) :
HoTBL : 1300/22 = 59 hits
SH : 1000/31 = 32.25 hits
Now to compute the regeneration given by both items we will assume that the enemy hits every 2 secondes, giving 2 seconds to regenerate some HP :
HoTBL : 6*59*2+1300 = 2009 hp
SH : 8*32.25*2+1000 = 1512 hp
Now we compute a new survivability based on this total hp :
HoTBL : 91 hits
SH : 48 hits
Wow so far HoTBL seems to work really well you can survive 89% more hits than the Shaman Headress..
Let's see how it scales on increments of 250hp and 25 damage per "level" going towards a mid/end-game scenario. Given 1000hp and 50 damage is very early game and tough to achieve (to get 2k that fast)
1250hp/75dmg
HoTBL : 41 hits
SH : 36 hits
1500hp/100dmg
HoTBL : 29
SH : 30
We are getting at the beggining of mid-game and both items seems to have reached a somewhat equal level of damage absorbtion... Let's continue further...
1750hp/125dmg
HoTBL : 24
SH : 27
2000hp/150dmg
HoTBL : 21
SH : 25
I think you can see where it is heading here.. The damage reduction of HoTBL does not scales well going late game...
2750hp/225dmg
HoTBL : 16
SH : 22
Shaman Headress is now 37.5% more effective than the Helm.. Quite interesting...
Now you will say, hey it's totally different ! HoTBL block physical damage while Shaman reduces Magical damage.. While this is true, I think it is still a worthy comparison as a tank will get focused by spells as much as by physical attacks.
Now, it really depends on how you expect to play your game. In pub stomping the helm might help you alot more, since noob in general will rarely end the fight in a few seconds... While when you are against more organised team most damage output will come from spells (the starting stun + nuking) the finishing hits might be physical yes...
It really comes down to what level you are playing, in my opinion if you are playing against decent people with nuke ability, its the Shaman Headress for sure, if you are pubstomping, you could go for the HoTBL, but you might aswell be better off with a platemail that will scale to be superior to your Helm even without the hp regeneration...
There is also a few situation where armor is not superior to blocking/having more hp... This is when you are facing a team which uses armor reduction modifiers...
I might have a few things off (especially with the reneration calculations) But in the end I think I've learned that armor is definitly worth it over any amount of health...
Believe it or not, but in term of survavibility +10 AR is edging the Behemoths Heart +965hp and +1% hp regen (if I did compute it well)
Please correct me if I'm wrong or add anything you want but I feel that to much people are stacking hearts or purely HP items. In the end the safest way is to have a little bit of both to be safe if your armor get reducted, and to be safe against damage scaling through the game..
Is an item really superior to the other ? I don't think so... Some tanks have a better early game.. Others have a better late game, I'm just trying to get all the fundamentals in and trying to think a little more into it without buying everything everyone says :)