Quote:
Originally Posted by Ko Hakoo
There is a point where buying health will be more effective than buying armor, but I believe this is due to the fact that health benefits from the armor you already have
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it's a wording thing. it's silly.
even within an 'ehp' system there are diminishing returns if you do
all of the math, which is why health and mitigation take turns being more valuable.
we can even use a common example:
-a champion has 2000 health, and 0 armor.
-for the sake of math, we'll say that 10 health and 1 armor have the exact same gold cost.
-since we're examining the potential of diminishing returns on armor, we'll use the '10 health' purchase as a basis of comparison for effectiveness. we'll call the effectiveness gained from purchasing 10 health '1 cookie'.
in this example, our first purchase option looks like:
10 health = 10 ehp
1 armor = 20 ehp
1 armor = 2 cookies
cool, so given a choice between 1 cookie or 2 cookies for the same price, we want 2 cookies so we'll purchase armor.
since armor isn't supposed to have diminishing returns according to the 'ehp' model, we'll make this decision 99 times more.
let's look at our 101st purchase option with 2000 health and 100 armor:
10 health = 20 ehp
1 armor = 20 ehp
1 armor = 1 cookie
so, um, weird. it looks like purchasing armor would be half as effective as it was before... that doesn't make any sense if we're using 'ehp' but we'll pick armor again since it doesn't have any diminishing returns in that model.
let's look at our 201st purchase option with 2000 health and 200 armor:
10 health = 30 ehp
1 armor = 20 ehp
1 armor = 0.66 cookies
and look at that--armor is worth even less after stacking more of it! 'ehp' why have you failed us?!
so, it's pretty obvious that whether you're using 'ehp' or the actual numbers being used in league of legends, armor becomes less effective as you stack it.
you never see that in a post defending 'ehp' though because all they're focused on is the '1 armor = 1%' bit which is only one part of what needs to be evaluated.