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How much damage is added to each negative (deduction) point in dota?
First, we will introduce a formula.

[1- (armor value *0.06)/( 1+ armor value *0.06)]* Initial damage = final damage.

This is a rule set by Blizzard Entertainment in his game warcraft 3. If the damage type caused by the target is ordinary damage, the rule takes effect.

This is one of the foundations of this paper.

Two. Types of attacks and injuries

There are different types of attacks and injuries in warcraft 3, which also have great influence on the final injuries. We usually say "physical attack", generally refers to the attack of ordinary damage, its biggest feature is that the ultimate damage is affected by armor. The "physical injury" mentioned in this paper refers to the injury that the attack type is heroic attack and the injury type is ordinary injury, that is, the physical injury from the hero.

Three. Effective life theory

A game character will have his greatest health. When he suffers ordinary damage equivalent to his maximum health, he generally won't die because he has armor to resist some damage.

So when you have armor, the damage you get is only part of the original damage. With the help of armor, you can take more physical damage than your maximum health.

If all the injuries suffered by a game character are physical injuries, to calculate his actual injury tolerance, we should not only look at the health value, but also count the armor. So here we can define a concept: effective life. Effective life refers to the maximum number of physical injuries that a game character can bear under the premise of considering armor and injury reduction.

Its mathematical expression is:

Effective life = actual life /( 1- armor reduction percentage)

This is a widely circulated theory. Let's calculate according to the formula specified by Blizzard:

1 The damage reduction provided by armor is: 5.66% (the data in the game will be rounded off).

The damage reduction provided by 2 points of armor is: 10.438+0%.

The damage reduction provided by 3-point armor is: 15.25%.

The damage reduction provided by 4-point armor is: 19.35%.

The damage reduction provided by 5-point armor is: 23.08%

10 armor provides damage reduction of 37.50%.

The damage reduction provided by 20-point armor is: 54.55%

This is the argument of the theory of decreasing armor income: the percentage of armor exemption is not proportional to the armor value, and the percentage of armor exemption increases more and more slowly in the process of linear increase of armor value. Starting from 0, adding 1 point armor can increase the damage reduction by 5.66%, but if you already have 4 points of armor, adding a little armor can only increase the damage reduction by 3.73%.

In short, the theory of diminishing returns of armor is that the harmless effect of armor decreases with the improvement of armor. This is the theory of diminishing returns of armor.

This theory has been widely accepted by players, but later, some people tried to prove that the theory of decreasing armor income was wrong in various ways. Their final conclusion was that the theory of decreasing armor income was wrong, and armor income was linear and never decreased. The simplest proof: if the original injury reduction is 0%, it will be increased from 0% to 20%, and in the face of 1000 physical damage, it will be reduced by 200 damage and 20% damage; If the original injury is reduced by 60%, it will be increased from 60% to 80%. In the face of 1000 physical damage, it will also reduce 200 points of damage, but reduce 50%. Therefore, in fact, the income of each point of armor is the same.

Let's review our actual injury formula first:

[1- (armor value *0.06)/( 1+ armor value *0.06)]* Initial damage = final damage.

Among them, (armor value *0.06)/( 1+ armor value *0.06) is the injury reduction caused by armor. That's the formula.

=( 1- damage reduction) * initial damage = final damage

. Because the effective life is related to the final injury, so:

Effective life = life /( 1- damage reduction)

Effective life = life /[ 1- (armor value *0.06)/( 1+ armor value *0.06)]

Finally sorted it out

Effective life = life+armor *0.06* life.

This is a linear equation. As can be seen from this equation, each point of armor value can increase the effective health equivalent to 6% of health.

Therefore, the landlord himself calculates whether it is useful to reduce armor.