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Contents
- Preface - What and why
- Damage Reduction and Damage Factor - How armor reduces incoming damage
- Offensive Damage Amplification - The "sweet spot" for armor reduction
- Effective Health and the Linearity of Armor - How the benefits of armor are linear (not diminishing)
- "Diminishing" Returns of EHP - The illusion of diminishing returns
- Incremental Benefits of Health and Armor - The benefits of 1 extra HP or armor
- Lines of Equivalency - How much health a single point of armor is equal to
- Optimization and Adjustments for Fixed Magic Damage - How to optimize your gold for maximum EHP for fixed incoming magic damage
- Optimization and Adjustments for Scaling Magic Damage - How to optimize your gold for maximum EHP for incoming damage as a percentage of total damage
- Health/Armor Balance Quick Reference - Easy to read rule of thumb that quickly summarizes all of the above
- Conclusion - Meaningless generalities
- Item EHP Tables - 60 individual tables itemizing the EHP and EHP/gold for every item in HoN
- FAQ - Your questions answered
Preface
Armor is one of, if not the most, under appreciated and underrated attributes in HoN.
After searching through the threads, stickied posts, and google searches, I still could not find a guide truly dedicated to unraveling the mysteries of EHP specific to HoN. The closest guide that met my standards, by Malle, was mostly focused on comparing armor to shield blocking. While brilliant, it still didn't quite get the message out on the true value of armor. Malle's guide can be read here: http://forums.heroesofnewerth.com/sh...09#post=444209.
I am aware that these formulas are commonly available and have been hashed out many, many times before. The first few sections of this guide are just for ease of reference and overall consolodation. Please continue to the end of this guide for newer revelations.
Damage Reduction and Damage Factor
for positive armor:
DR = 0.06*A/(1 + .06*A)
DF = 1/(1+0.06*A)
for negative armor:
DR = 0.94^(-A) - 1
DF = 2 - 0.94^(-A)
These are the basic formulas that are the building block of effective health. All of these formulas are available on various threads and guides on the mechanics forum and honwiki. They are repeated here for your convenience.
Definitions
Damage Reduction Formulas, Table, and Graph
Damage Factor Formulas, Table, and Graph
Offensive Damage Amplification
When talking about DPS, all you care about is how fast you can eliminate the opponent. If the enemy has 20 armor, how much faster can I kill him with Shieldbreaker Level 2? If the enemy has -5 armor because of Pesti ultimate, is it really worth buying Sol's Bulwark? These questions can be answered by looking at when armor makes the enemy most vulnerable to physical damage.
This section identifies the "sweet spot" where armor reducing items and spells have the biggest effect. This sweet spot is typically between 3 and 5 armor. You can also see that armor reducing items and spells still maintain usefulness even into the negative armor range.
Definition and Example
Formula
Table, General Case
Graph, General Case
Table, Item Specific
Graph, Item Specific
Effective Health and the Linearity of Armor
Effective Health, or EHP, is another commonly referred to factor along with Damage Reduction. EHP is more meaningful to reality however, as explained in the definition below. Once again these formulas are repeated here for your convenience.
Definition
Effective Health Formula
Tables
Graphs
Linearity
"Diminishing" Returns of EHP
While total EHP increases linearly with armor, the percentage of EHP gain compared to current EHP naturally decreases. The same applies for every attribute in HoN. For example, increasing Health (or EHP, or mana, etc) from 1000 to 1100 is a gain of 100 or 10%. However, increasing Health from 2000 to 2100 is still a gain of 100 but now only 5%.
For example, if you already have 20 armor, 1 additional point of armor will increase your EHP by 2.7%, NOT by 6%.
Calculation
Table
Graph
Incremental Benefits of Health and Armor
This is the first step towards understanding how to maximize EHP. In order to optimizing the balance between Health and Armor, we must first identify exactly the benefit, in terms of EHP, from one additional unit of Health or Armor.
HP's incremental effect on EHP: (increase in EHP) = (additional HP)*(1 + .06*A)
Armor's incremental effect on EHP: (increase in EHP) = .06*HP*(additional A)
Lines of Equivalency
For every given Health and Armor combination, there is a precise ratio at which X Health is equivalent to Y Armor.
Each "line of equivalency" is:
(additional HP)/(additional A) = .06*HP/(1 + .06*A)
Explanation
Table
Graph
Optimization and Adjustments for Fixed Magic Damage
By assigning in game currency, gold, to each incremental point in Health or Armor, we can calculate a single line of Health/Armor optimization.
It is important to note that this gold assignment is subjective. My calculations and graphs are based on 1 HP = 4.4 gold and 1 Armor = 110 gold.
Using this assumption, the optimal balance of Health and Armor is:
A = 0.04*[HP-(Anticipated Magic Damage Received)] - 16.67
Assumptions
Calculation
Graph
Example
Optimization and Adjustments for Scaling Magic Damage
Similar to above, this section uses the same gold assumptions of 1 HP = 4.4 gold and 1 Armor = 110 gold.
This time, rather than a fixed amount of magic damage, the balance is calculated using the percentage of incoming damage that is magical.
Calculations
Graph
Example
Health/Armor Balance Quick Reference
Let's face it. Looking at multiple graphs, tables, and charts is silly and impractical while in a game. While it makes for an interesting thought experiment while cruising the forums, nobody will ever think "okay, if I'm going to take X amount of magic damage, my next item purchase should be...".
To address this, I put together a "Hybrid" method - a single simple graph that combines the essence of everything you've learned up until this point. The result is a continuous line that simply lets you know if you're in the right ballpark for efficient EHP gain. If you frequently stray from this line perhaps you have a tendency to invest too much in Health or too much in Armor. Remember, balance is key.
WARNING! Hard numbers and math end here. What follows is purely subjective!
What is This?
Table
Graph
Example
Conclusion
Because magic damage is more prominent early game, armor is mostly not necessary very early game until your health reaches around 1000. However, after that point, armor's economic effectiveness skyrockets. Even with expecting to take a whopping 1500 magic damage after mitigation, you should have about 23 armor by the time you hit 2500 HP. Keep this in mind next time you contemplate building your hero to have 3500+ health. More often then not you are better off buying some simple armor items if your goal truly is to be as tanky as possible.
- The benefits of Armor are completely linear and there is no upper bounds for armor
- Armor is often the least expensive way to increase EHP
- High Health / Low Armor has the advantage of providing better protection against magical attacks
- High Armor / Low Health makes better use of health regeneration items and spells
Last edited by MacroHard; 12-27-2012 at 01:07 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Item EHP Tables
This section tabulates the additional EHP an item gives. It factors in Health, Armor, Regeneration, Blocking, Evasion, and even the amount of unmitigated incoming damage. The tables are sorted in descending order by EHP per gold.
Assumptions
- 10 second duration when factoring in Health Regeneration
- Health regeneration of 3 HP/sec prior to item purchase
- No evasion or blocking prior to item purchase (whether from other items, spells, or skills)
EHP Factors
H - Health
A - Armor
R - Health Regeneration
T - Health Regeneration Time (10 seconds)
D - Unmitigated Incoming Damage (affects damage block)
S - Strength of Item (adds to health and health regeneration)
A - Agility of Item (adds to agility)
B - Shield Blocking value
%B - Shield Blocking chance
%E - Evasion chance
Formula
EHP = (H+RT)*D/X
X = Average Mitigated Damage = [F*(D-B)*(%B)+F*D*(1-%B)]*(1-%E)
F = Damage Factor = 1/(1+.06*A)
Note:
This formula gives the total EHP; the values in the tables below reflect the difference in total EHP from before and after acquiring the item.
Tables
Tables are broken up as follows:
D = {75, 150, 225}
H = {500, 1000, 1500, 2000, 2500, 3000}
A = {0, 2, 5, 10, 15, 20, 25, 30, 35, 40}
Note:
Not all permutations are used. Unlikely extremes are omitted (for example 3000 HP and 0 armor at the same time).
D = 75
D = 150
D = 225
Last edited by MacroHard; 10-01-2011 at 03:31 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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FAQ
to be populated based on responses in this thread
Q: I currently have 2000 HP. Approximately how much Armor should I have?
According to the Hybrid Approach table, an armor value of around 17 or 18 is a good balance for defending against all sources of damage in a typical game. Keep in mind this is just an approximation; depending on your enemy lineup you may need much less or much more than this. However, this value is an excellent starting point for typical scenarios. Use it as a gut check to make sure you are in the right ball-park.
Q: How do you determine whether its "best" to spend my gold on more Health or more Armor?
Find your point in the "Lines of Equivalency" graph. At 1500 HP and 7 Armor, the graph shows that 1 Armor is equal to about 63 HP. So buying a Ringmail (5 Armor) is equivalent to increasing your health by 315. But this only applies to physical damage and does not factor in gold cost.
The answer to the gold effectiveness is in the "Gold Burden and Economic Normalization" graph. First you have to identify how much magic damage you think you'll sustain. At 1500 HP and 7 Armor, it's early game, so let's use 750 magic damage line. Follow the imaginary curve (halfway between the 500 and 1000 magic damage lines) to where it intersects 1500 HP. This equals about 13 armor. Since you only have 7 Armor, you are behind in Armor and therefore it's more cost efficient to buy Armor than HP if your goal is EHP.
Q: Will stacking health be more beneficial considering the regeneration of Behemoth's Heart?
Regeneration, even from max HP based Behemoth's Heart, actually favors sacrificing HP for armor. This is because each point of HP regenerated works harder and lasts longer with ample armor. Let's factor in regen using the example of :BehemothsHeart: :BehemothsHeart: :BehemothsHeart: vs :BehemothsHeart: :FrostfieldPlate:aemonicBreastplate on a Hero with 111 strength, 15 armor, and no other health or regen items.
:BehemothsHeart: :BehemothsHeart: :BehemothsHeart: = 5004 HP, 15 Armor, 44 regen
:BehemothsHeart: :FrostfieldPlate:aemonicBreastplate = 3074 HP, 45 Armor, 27 regen
Not factoring in regen:
5004 HP -> 5004 HP and 15 armor = 9508 EHP
3074 HP -> 3074 HP and 45 armor = 11374 EHP
1866 EHP increase
15 seconds of regen:
5004 HP -> 5664 HP and 15 armor = 10762 EHP
3074 HP -> 3479 HP and 45 armor = 12872 EHP
2110 EHP increase
30 seconds of regen:
5004 HP -> 6324 HP and 15 armor = 12016 EHP
3074 HP -> 3884 HP and 45 armor = 14371 EHP
2355 EHP increase
The more you utilize your regeneration, the more the lack of regeneration pays off. Counter-intuitive but true!
Last edited by MacroHard; 09-28-2011 at 01:45 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Thank you. Fixed typo.
To me, EHP was something everyone was supposed to take for granted. There were equations and graphs here and there, but I was never happy with any one guide. I asked ElementUser if I could make my own and he told me to go for it.
The reserved post #2 is going to beepican exhaustive list of every item's EHP/gold for every Armor/Health combination, but it'll take me about a week to finish it. In the meantime I wanted to share the basics and get the conversation going.
Last edited by MacroHard; 09-19-2011 at 05:34 PM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Oh man you are fast on your typo correction - second time I've gone to post and it's been fixed while I was reading through it =P
Amazing job btw
If any of you have any questions, doubts, recommendations, or requests, let me know. I want this to be as clear, complete, and helpful as possible.
edit: or confusion or clarification
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Good lord.. Wauw. Nice job mate!
clap.gif!
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Look for my highlighted text (important information) and grey text (interesting but not required information).
Awesome. Also u have a typo in definitions in DF where it says how much an "attack doesactually does"
TLDR?
i got that you better of getting magic armor if over 1000hp....what about normal armour?
Really nice and interesting post.
The Only thing that kinda confused me was the last part about "Gold Burden and..." which may come from my english
However, the only thing i am missing is a chart, where you can see, whether its better to get more HP or more Armor if you got a certain amount of HP and Armor.
For example i got like... 1500 HP and 7 Armor will i get more EHP if i buy Armor or HP. I am quite sure that this is able to calculate, i only would have to start thinking about it (which i dont want to ATM)
Its also possible, that that is what stands in the last part of you post, since i didnt really get that part
But anyway: nice post
Thanks. Fixed.
Find your point in the "line of equivalency" graph. At 1500 HP and 7 Armor, the graph shows that 1 Armor is equal to about 63 HP. So buying a Ringmail (5 Armor) is equivalent to increasing your health by 315. But this only applies to physical damage and does not factor in gold cost.
The answer to this is in the last graph. First you have to identify how much magic damage you think you'll sustain. At 1500 HP and 7 Armor, it's early game, so let's use 750 magic damage line. Follow the imaginary curve (halfway between the 500 and 1000 magic damage lines) to where it intersects 1500 HP. This equals about 13 armor. Since you only have 7 Armor, you are behind in Armor and therefore it's more cost efficient to buy Armor than HP if your goal is EHP.
Good question. Added to FAQ.
Last edited by MacroHard; 09-20-2011 at 11:17 AM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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awesome dude
tbh i never really checked my armor and instead just bought mass hp (if i chose to go tanky) your thread really fixed that...thanks man
greetz Mc_Muffin
This is why it is *never* good to buy more than one Behemoth Heart (I still see this in some trash games).
For example, take a no-stats all mid game where everyone eventually gets max farm. You see Legionnaires or Devourers walking around with 3 Behemoth Hearts thinking they're unkillable with 5000 HP. Well the truth is they would be even more un-killable with a Behemoth Heart, Demonic, and Frostfield Plate.
5000 HP and 15 armor = 9500 EHP
3070 HP and 45 armor = 11359 EHP
Almost a 20% increase in EHP... and that doesn't even account for the decreased enemy attack speed from Frostfield, the AOE damage and slow from Frostfield, the huge mana supply from Frostfield, the massive attack speed from Demonic, the AOE attack speed from Demonic, the AOE armor (and EHP) of Demonic, and the AOE -armor (and -EHP) that the enemy now suffers.
Cool huh?
Last edited by MacroHard; 09-21-2011 at 11:45 AM.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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EHP calculations ignore regen, usually. I agree that armor is still better, but when people stack HP like that they usually are looking to get a really high HP regen rather than just general survivability. It's still bad, but not as bad as you might think: :fors:
If it was purely armor vs. hp, then regen wouldn't matter because it would end up just being another multiplier. But there is magic, physical, true, and hp removal damage in the game and you can only get armor for 2 of those. Physical is your main worry when it gets to that point, yes, but if your opponents are heavy casters and you're already tiered out on magic armor it doesn't sound that bad to just stack HP. A Soul Reaper or Scout can still do heavy magic damage lategame, after all. What if they have a Pestilence with Shieldbreaker, and a Puppet Master with Harkon's?
For what it's worth, I tend to get a Sacrificial Stone or Frostwolf Skull on Devourer rather than a second or third heart(if I'm stacking HP in a pub game), simply because the extra regen is so important on a heart and you don't get that with the extras.![]()