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'''Armor''' is an attribute shared by all units. Armor is used to determine the amount of [[damage]] reduction a unit takes from damage (if it's Physical Armor) and energy damage (if it's Energy Damage) sources. Higher armor values reduce more damage. Armor is increased with each level or with certain abilities and items.
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'''Armor''' is an attribute shared by all units. Armor is used to determine the amount of [[damage]] reduction a unit takes from basic attack (if it's Basic Attack Armor) and ability damage (if it's Ability Damage Armor) sources. Higher armor values reduce more damage. Armor is increased with each level or with certain abilities and items.
   
 
== Armor Types ==
 
== Armor Types ==
There are two types of armor: {{Stat|Physical Armor}} and {{Stat|Energy Armor}}. They function similarly, except Physical Armor will only reduce damage from physical damage and is only affected from physical penetration and shred, while Energy Armor will only reduce damage from energy damage and be affected from energy penetration and shred.
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There are two types of armor: {{Stat|Basic Attack Armor}} and {{Stat|Ability Armor}}. They function similarly, except Basic Attack Armor will only reduce damage from basic attack damage and is only affected from basic attack penetration and shred, while Ability Armor will only reduce damage from ability damage and be affected from ability penetration and shred.
   
 
== Damage Reduction ==
 
== Damage Reduction ==
[[File:Damagereduction.png|thumb|209x209px|Damage reduction values]] All units, including[http://paragon.wikia.com/wiki/Category:Structures Structures], have an inherent armor value. Any damage dealt to a unit suffers a damage reduction depending on the target's armor.
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[[File:Damagereduction.png|thumb|209x209px|Damage reduction values]] All units, including [http://paragon.wikia.com/wiki/Category:Structures Structures], have an inherent armor value. Any damage dealt to a unit suffers a damage reduction depending on the target's armor.
   
 
The formula to calculate a hero's damage reduction is:
 
The formula to calculate a hero's damage reduction is:
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:<span style="font-size:1.5em;font-family:Cambria,serif">(''A''&nbsp;&minus; ''AP'')/(100&nbsp;+ (''A''&nbsp;&minus; ''AP'')&nbsp;+ 10&nbsp;&times; (''HL''&nbsp;&minus; 1))</span>
<math>\color{Gray}{DR = A-AP/(100+(A-AP)+10\times(HL-1))}</math>
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<!-- Originally used this TeX, but font rendering was weird <math>\color{Gray}{DR = A-AP/(100+(A-AP)+10\times(HL-1))}</math> -->
 
Where:
 
Where:
* DR is damage reduction
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* ''DR'' is damage reduction
* A is armor
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* ''A'' is armor
* AP is armor penetration
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* ''AP'' is armor penetration
* HL is Hero Level
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* ''HL'' is Hero Level
   
 
In simple terms, for every unit of armor you have, you gain the equivalent of 1% health in damage reduction against the corresponding type of damage (e.g. having 110 Physical Armor makes you 110% harder to kill with Physical Damage). Additionally, heroes innately gain the equivalent of 10 armor per level in damage reduction, which is exempt from Armor Penetration.
 
In simple terms, for every unit of armor you have, you gain the equivalent of 1% health in damage reduction against the corresponding type of damage (e.g. having 110 Physical Armor makes you 110% harder to kill with Physical Damage). Additionally, heroes innately gain the equivalent of 10 armor per level in damage reduction, which is exempt from Armor Penetration.
   
 
The cap on this value is 100% damage reduction, but it requires an infinite amount of armor to reach the cap, making it impossible to obtain perfect damage reduction.
 
The cap on this value is 100% damage reduction, but it requires an infinite amount of armor to reach the cap, making it impossible to obtain perfect damage reduction.
 
== Armor Penetration ==
 
Armor Penetration makes your abilities ignore armor equal to it's value. Penetration higher than enemy's Armor has no effect.
 
 
== Armor Shred ==
 
Armor Shred reduce the target's Armor equal to it's value. The difference between Shred and Penetration is that Shred also reduces armor for all friendly units, allowing them to deal more damage to the target.
 
 
Armor Shred stacks with Armor Penetration.
 
   
 
{{Navbox Mechanics}}
 
{{Navbox Mechanics}}
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
[[Category:Heroes]]
 

Latest revision as of 13:49, 6 January 2018

Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction a unit takes from basic attack (if it's Basic Attack Armor) and ability damage (if it's Ability Damage Armor) sources. Higher armor values reduce more damage. Armor is increased with each level or with certain abilities and items.

Armor Types

There are two types of armor: Basic Armor and Ability Armor. They function similarly, except Basic Attack Armor will only reduce damage from basic attack damage and is only affected from basic attack penetration and shred, while Ability Armor will only reduce damage from ability damage and be affected from ability penetration and shred.

Damage Reduction

Damagereduction

Damage reduction values

All units, including Structures, have an inherent armor value. Any damage dealt to a unit suffers a damage reduction depending on the target's armor.

The formula to calculate a hero's damage reduction is:

(A − AP)/(100 + (A − AP) + 10 × (HL − 1))

Where:

  • DR is damage reduction
  • A is armor
  • AP is armor penetration
  • HL is Hero Level

In simple terms, for every unit of armor you have, you gain the equivalent of 1% health in damage reduction against the corresponding type of damage (e.g. having 110 Physical Armor makes you 110% harder to kill with Physical Damage). Additionally, heroes innately gain the equivalent of 10 armor per level in damage reduction, which is exempt from Armor Penetration.

The cap on this value is 100% damage reduction, but it requires an infinite amount of armor to reach the cap, making it impossible to obtain perfect damage reduction.

Mechanics
Hero AbilitiesAffinities (Death/Chaos/Growth/Knowledge/Order) ● AuraBasic and Ability ArmorAttributes (Agility/Vitality/Intellect) ● CardsCooldownCooldown ReductionExperienceJumpGemsGoldHealthManaMovement Speed (Movement Speed Penalty)
Attack Armor PenetrationAttack SpeedBasic AttackBasic Attack TimeBasic Attack ModifiersDamage over timeLifestealPower
Status Effects, Buffs and Debuffs BlindCrowd ControlImmunityMetamorphosisRewindShadow PlaneShieldSilenceSlowStasis
World AgoraMinimapBackdoor ProtectionCoreFog WallsFountainJump PadMinionsNeutral Monsters (Aqua Camp/Black Camp/Fangtooth/Gold Camp/Green Camp/Prime Helix Guardian/River Camp/White Camp) ● TowerWards
Gameplay GankingHarassmentInitiatingJunglingKillLanePushingRespawnTraits
Legacy Red CampBlue CampAltarAmber LinkHarvester (Harvester Keys) ● RaptorsShadow PadsTravel Mode