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Thread: Negative armour= more damage?

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  1. #1

    Negative armour= more damage?

    I was wondering if combined ulti with shiledbreaker's effect i reduce a player's armor in negative at -8.12 would result in a -39.5% damage reductionwill he actualy take 39.5% more damage or he would just take damage as if he had 0 armor and 0% damage reduction?
    This numbers are from a small test i done with a equiped with a shieldbreaker(-6 armor) + lvl3 swarm(-15 armor) on a lvl 25 win no items on and a armor of 12.88 and 43.6% damage reduction.

  2. #2
    When u test, just do the test right and count the dmg done, then compare it to your base dmg and you can answer ur question...

    Anyway, it does increased dmg.

  3. #3
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    With -8.12 armour he will have 0.94^|-8.12|-1=-0.395 armour reduction, which is -39.5%.
    All physical damage to take target will do 39.5% more damage than the base amount.

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  4. #4
    While on it, how far can negative armor go? In Warcraft 3, it was capped at -20, giving something like 70% more dmg, but as far as i know, its different here.
    Nightfall

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    I am pretty sure s2 will delte this thread soon since they are communism!!

  5. #5
    Quote Originally Posted by Assassine View Post
    While on it, how far can negative armor go? In Warcraft 3, it was capped at -20, giving something like 70% more dmg, but as far as i know, its different here.
    Well, the way the damage reduction formula is set up damage reduction will never go over 100% and never go below -100%.

    So, to get to double damage you would need to get someone's armor to around -198 and to take absolutely no damage you would need well over 1 million armor.
    Last edited by studfacestad; 01-27-2011 at 02:19 PM.

  6. #6
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    On an unrelated note:

    Vahn, when did your name get red?

  7. #7
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    The maximum amount of armor you can have is 999 (can be reach with Jere's ult / the building fortification) which reduce incoming damage for ~99.9% .

    I guest the maximum minus damage you can have is -999 but there is a limited amout of armor reduction thing in that game .
    So you can reach a maximum of :

    Andro's Aurora : -5 armor
    CD's ult : -50 armor
    SS' Dread : -5 armor
    DS' ult (with SOTM): -30 armor
    Panda's flick : -8 armor
    Pesti's ult : -15 armor

    Shield Breaker : -6 armor
    Breastplate : -5 armor

    So you can't reduce armor more than : -124

  8. #8
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    Quote Originally Posted by Sku1l View Post
    The maximum amount of armor you can have is 999 (can be reach with Jere's ult / the building fortification) which reduce incoming damage for ~99.9% .

    I guest the maximum minus damage you can have is -999 but there is a limited amout of armor reduction thing in that game .
    So you can reach a maximum of :

    Andro's Aurora : -5 armor
    CD's ult : -50 armor
    SS' Dread : -5 armor
    DS' ult (with SOTM): -30 armor
    Panda's flick : -8 armor
    Pesti's ult : -15 armor

    Shield Breaker : -6 armor
    Breastplate : -5 armor

    So you can't reduce armor more than : -124
    kraken first skill?-4 armour
    armadon quills ?-10 armour
    deadwood´s first skill ?-4 armour
    predators ult ?-6 armour

    ^^

  9. #9
    Cd's ult does -50 armor?

  10. #10
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    Cd's ult removes more armor every time it hits you, so he's assuming the ult has just hit the max amount of times
    http://i.imgur.com/14irX.jpg
    Buy the courier at the beginning of the match. This magically frees you from the responsibility of buying wards.

  11. #11
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    Quote Originally Posted by Zyrex View Post
    kraken first skill?-4 armour
    armadon quills ?-10 armour
    deadwood´s first skill ?-4 armour
    predators ult ?-6 armour

    ^^
    Your right man i always forgetting things :P

    so -148 would be the max (in practice mode) .



    But in a team of 5 hero

    CD :-50
    DS :-30
    Pesti :-15
    Armadon :-10
    Panda :-8

    Shield breaker :-6
    Breastplate :-5

    -124 would be the max reach-able minus armor .

    So in my first post ,for the wrong reason i was right lol ...

  12. #12
    Quote Originally Posted by Sku1l View Post
    Your right man i always forgetting things :P

    so -148 would be the max (in practice mode) .



    But in a team of 5 hero

    CD :-50
    DS :-30
    Pesti :-15
    Armadon :-10
    Panda :-8

    Shield breaker :-6
    Breastplate :-5

    -124 would be the max reach-able minus armor .

    So in my first post ,for the wrong reason i was right lol ...
    Madman with 6 doombringers would hit alot on that with a crit.

  13. #13
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    If you had 3 Corrupted Disciples, you can get a max of -127 charges (due to the variable type that HoN uses, it only allows up to 127 before resetting) for his ult.

    That or 2 CD's with 1 CD holding a Restoration Stone

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  14. #14
    Quote Originally Posted by Sku1l View Post
    Your right man i always forgetting things :P

    so -148 would be the max (in practice mode) .



    But in a team of 5 hero

    CD :-50
    DS :-30
    Pesti :-15
    Armadon :-10
    Panda :-8

    Shield breaker :-6
    Breastplate :-5

    -124 would be the max reach-able minus armor .

    So in my first post ,for the wrong reason i was right lol ...

    would remove more armor than panda/arma
    NO
    yes

  15. #15
    Quote Originally Posted by Debaurer View Post
    would remove more armor than panda/arma
    that's probably why he is in that list above panda and arma, isn't it?

  16. #16
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    Quote Originally Posted by Debaurer View Post
    would remove more armor than panda/arma
    Yea its already counted once .
    I don't think in duplicate mode / with a refresher (Unlike CD's ult) it could apply the debuff twice .

    Plz EU bring light upon us again

  17. #17
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    It can't since it sets charges to 0 in <onrefresh />

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  18. #18
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    does this apply to magic armor also? would negative magic armor from spellshards cause more spell damage taken than what the skill reads?

  19. #19
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    Spellshards does not cause an instance of negative magic armor. It 'ignores' a certain amount of magic armor, but again, the ignorance is after final checks for magic armor are made (I made it simple, but Element can give a bigger explanation.....yet again :/ )

  20. #20
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    I already gave a better explanation in the Spellshards FAQ, look there.

    Negative magic armor from non-Spellshards (ie, Flaming Hammer) functions the same way as negative physical armor, only it affects magic armor of course.

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