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A look at defensive items
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I like the guide, but I did have a gripe about your EHP section. The second calculation (about damage recieved) is simply wrong, and while it is now:
damage received = (damage)*1/(100+armor) (or magic resistance)
It SHOULD be:
damage received = (damage)*100/(100+armor) (or magic resistance)
Also, for those extremely rare cases where a target gets negative armor values (because of armor reduction items/skills), the equation is switched to:
damage received = (damage)*(2-(100/(100-armor))) (or magic resistance)
Also, armor and magic resistance do not have diminishing returns. If you look at the way the EHP equation is set up:
EHP = (health) * (1 + (armor/100))
For each point of armor, you are increasing your health by another percent of its base value. So if you have 2000 HP, EACH point of armor is increasing your health by 20, and it does so regardless of whether you have 10 armor (or MR) or a thousand armor (or MR).
Where the problem lies with these supposed "diminishing returns" is, is that at a certain point, buying health items and having them multiplied by your large amounts of armor and MR will give you more effective health than increasing the multiplier (resistances) that that base health is being multiplied by. So at a certain point, it IS more beneficial to buy more HP so that your existing armor is giving you more EHP. However, you also have to factor in that resistances will give you a lot more effective health on any heals your character recieves and any HP regen you currently have, because each of those health values (which won't change if you buy more HP items, except on Garen's passive, and Dr. Mundo's passive/ulti and with Force of Nature's passive) is multiplied by your resistances. So if you have a lot of heals on your team, or your champion has lots of health regen, it may be more beneficial for a longer period of time to increase your resistances rather than flat HP.
So in a nutshell: each point of resistance increases your EHP by 1% of your HP, regardless of how many points of resistance you have, and that affect is also applied to health gained through lifesteal, spellvamp, heals, and HP regen. Buying more HP means each point of resistance has more HP TO increase, so each risistance point benefits your EHP more. So again, conversely the more resistance you have, the more beneficial each point of health is, because each point of HP will be multiplied by those resistances and put in your EHP.
Just some things to consider, and hopefully fix/mention in the guide (the equation should be fixed, lol). +1 from me, aside from that section the rest was fantabulous, and a great addition to the already spectacular MobaFire database! Cheers!
p.s. you NEED to turn on "comment to vote" on your guide, otherwise people will troll you into oblivion before this guide gets a chance to spread its wings, which would majorly suck.
Thanks A LOT for taking the time to type this out.
For starters, the wrong formula was a typo, and I can't believe I never noticed it o.O. It's corrected.
I've rephrased and clarified the EHP section in general. You are correct about everything you said, and I was very lazy when I typed that out. I kind of used quick intuitive reasonings to jump to the conclusions. I hope the new version is better fit for this guide.
damage received = (damage)*1/(100+armor) (or magic resistance)
It SHOULD be:
damage received = (damage)*100/(100+armor) (or magic resistance)
Also, for those extremely rare cases where a target gets negative armor values (because of armor reduction items/skills), the equation is switched to:
damage received = (damage)*(2-(100/(100-armor))) (or magic resistance)
Also, armor and magic resistance do not have diminishing returns. If you look at the way the EHP equation is set up:
EHP = (health) * (1 + (armor/100))
For each point of armor, you are increasing your health by another percent of its base value. So if you have 2000 HP, EACH point of armor is increasing your health by 20, and it does so regardless of whether you have 10 armor (or MR) or a thousand armor (or MR).
Where the problem lies with these supposed "diminishing returns" is, is that at a certain point, buying health items and having them multiplied by your large amounts of armor and MR will give you more effective health than increasing the multiplier (resistances) that that base health is being multiplied by. So at a certain point, it IS more beneficial to buy more HP so that your existing armor is giving you more EHP. However, you also have to factor in that resistances will give you a lot more effective health on any heals your character recieves and any HP regen you currently have, because each of those health values (which won't change if you buy more HP items, except on Garen's passive, and Dr. Mundo's passive/ulti and with Force of Nature's passive) is multiplied by your resistances. So if you have a lot of heals on your team, or your champion has lots of health regen, it may be more beneficial for a longer period of time to increase your resistances rather than flat HP.
So in a nutshell: each point of resistance increases your EHP by 1% of your HP, regardless of how many points of resistance you have, and that affect is also applied to health gained through lifesteal, spellvamp, heals, and HP regen. Buying more HP means each point of resistance has more HP TO increase, so each risistance point benefits your EHP more. So again, conversely the more resistance you have, the more beneficial each point of health is, because each point of HP will be multiplied by those resistances and put in your EHP.
Just some things to consider, and hopefully fix/mention in the guide (the equation should be fixed, lol). +1 from me, aside from that section the rest was fantabulous, and a great addition to the already spectacular MobaFire database! Cheers!
p.s. you NEED to turn on "comment to vote" on your guide, otherwise people will troll you into oblivion before this guide gets a chance to spread its wings, which would majorly suck.
Great guide, really opened my eyes to defensive items. Adding a section on sample builds like what would get the most EHP against an AD or AP(burst and/or sustain) or Mixed team.
Thank you, I'm flattered.
I've added a link to a guide by somebody who did just that :)
really good guide, however i wanna know your point of view on ninja tabis(until they are remade) as boots for frontliners and tanky charecters overall. personally i find the cheap cost and the dodge to be really valuable as for example rammus or amummu
I'm a bit late on this one I guess :). Some ideas:
[*] Defensive boots are in my mind purely a melee champion thing.
[*] The remake changed their effectiveness. They are now more reliable, but also got nerfed in some sense. Dodge was a broken mechanic that allowed for very unreliable gameplay, due to being able to completely negate additional effects that came with the attack you dodged (like proccing a Lux passive, or a lichbane).
I've added the item to my guide. Thank you for pointing out that I forgot it.
While the information in the guide portion is good, I would suggest you remove Irelia from the build portion. You will probably get someone who downvotes you for not having a proper champion build. Just file this under General information, and remove Irelia to avoid trolls.
Totally agree, this doesn't reads like a champion guide at all
anyway, +1 from me :P I didnt learn anything new really, but none the less, the information is very usefull to new people or people who just never thought about EHP *I personaly called it your "True HP" when I did the math to myself :P*