Talk:Armor

Negative Armor Values seem incorrect
I suspected that this section was incorrect so I went into single player and tested it. They are definitely incorrect. -20 does not display as +71% damage (it's +54%) and decreasing armor past -20 both displays an increase in the hero stats (+60% at -26 armor) and does clearly have an effect on damage dealt in the combat log. I'm not going to bother posting screenshots because it's incredibly easy to see it for yourself in single player. I don't see any flaws in my experimentation so unless someone can find one this section should be rectified.
 * I agree, this negative armor disparity/"bug" between WC3 DotA and Dota 2 has existed since forever. I haven't found any comment from the developers on this issue. Best course of action is to update the tables and graphs to how it has worked for years, and move the incorrect info about DotA to a section about the disparity. --Artorp (talk) 12:17, 23 March 2014 (UTC)
 * Tables and graphs have been updated to correctly reflect how negative armor works in Dota 2. --Artorp (talk) 16:08, 23 March 2014 (UTC)

Armor Stacking section
One part of this section reads:
 * This is called "Yolo hit points", or YHP. A Hero with 10 armor has 160% of their maximum hit points as YHP, meaning that if a Hero had 1000 hit points, it would take 1600 points of physical damage to kill them.

It comes without saying that I think it should be changed back to Effective Hit Points and EHP. I mean, seriously, I haven't checked the page history yet but whoever did that must have been out of their mind.

Edit: Alright, it was just some nerd called [|YoloTSwaggins]. Change reverted.

Yet another edit: The infant's at it again.

Small error in the EHP section
Under "Armor Stacking", one sentence currently reads, "A hero with 0 armor and a base HP of 1000 will increase his EHP by 160% if he increases his armor to 10." This should be "increase his EHP by 60%", because increasing by 160% would mean an EHP of 2600, instead of 1600. I was not allowed to make the change myself.

Suggested change to charts
May I suggest we add a chart for EHP?



I also have no idea what's going on in the "Practical meaning of armor reduction" chart. Would it be possible to explain it more clearly, or remove it?

Armor stacking section, EHP example with Sven
Apparently, the "3056" number which Sven should take to die is wrong. "3684", as 168,76% of Sven's HP, is the correct value. Tested it with bots, and it took 25lvl Drow to kill 25lvl Sven ~15 hits, which is about right (255 dmg avg., 3825 dmg ttl).

Description of Table
Underneath the table, the description just repeats exactly what the table says, but not as well. Is it really necessary? Lennbot (talk) 10:59, 17 February 2015 (UTC)

Physical Resistance
I recommend a small subchapter dedicated to physical resistance which is influenced by armor. It seems to be different for each hero, depending on agility and armor, but I haven't found any real info about it; it's just based on observation, but I figure some of you gents may know more about it.


 * You mean like this? There's nothing besides armor reducing physical damage, besides the damage blocking abilities like vanguard or stuff like dispersion. Bu3ny (talk) 20:58, 24 April 2015 (UTC)

Negative armor graph mistakes
I switched around a couple of graphs to how they were at the start of this year, thought I'd explain why (and maybe avoid an edit war?).

In January, a graph I had made was mistakenly mislabeled as being for the WC3 version of the game. This is incorrect, it was made with the Dota 2 armor formula, not for the old engine. Unfortunately this mistake wasn't caught by anyone and it stayed for months.

The graph was later moved to the "Armor disparity" section, and was replaced with File:Dearmor.png. However, it uses the same formula as File:Dota_2_armor_debuff_efficiency.png, while providing less info.

So, to recap:

File:Dota_2_bonus_dmg.png was the old old graph, it was based on a WC3 formula and moved to a subsection on this disparity. It was correctly labeled as outdated.

I created File:Dota_2_armor_debuff_efficiency.png, which uses the correct formula.

File:Dota_2_armor_debuff_efficiency.png was later mistakenly mislabeled as incorrect, and mistakenly replaced with File:Dearmor.png (by User:Szqec) which used the same formula.

And I now reverted those changes, unfortunately this leaves File:Dearmor.png deprecated.

Artorp (talk) 00:21, 18 July 2015 (UTC)

For easy calculation and thinking
(A > 0)

effective HP is designed to be 0.06*A, thus damage multiplier is reciprocal of eHP ( 1 / (0.06*A) )

(A < 0)

damage multiplier function is designed to be symmetrical to (0,0), 2-(1/ 0.06*(-A)), thus eHP