tl;dr: Having made some possibly questionable assumptions about the price of health and armour, I've done some mumbo-jumbo maths to decide when armour or health is better value in terms of effective hp. I've looked at two scenarios: first, when the opposition does all magic or all physical damage; second, when they do equal parts magic and physical. Obviously no game is going to match either case, but it gives the general picture. I'll put a few sample numbers in bold at the bottom.
1) The price of hp and armour.
To get a single price for each point of health and armour I've looked at pure hp and armour items; it's not really possible to decide what proportion of the cost of a recipe goes towards health and armour. I've looked at ~1000 gold worth of each:
2 ruby crystals = 950 gold = 400 hp for 0.42 hp/gold.
Cloth armour + spiky armour (what's it called?) = 1000 gold = 70 armour for 0.07 ar/gold.
Magic resist is marginally more expensive than armour (0.063mr/gold), but I've ignored that, meaning I only have to do one set of calculations.
2) Effective hp
Armour and magic resist work by adding 1% of your hp to your ehp for each point of armour. This means:
1 hp gives (1 + ar/100) ehp
1 ar gives 0.01hp ehp
3) Case 1: all magic or all physical
The simpler case, because you only buy 1 kind of armour. Bringing in the price per point of armour and hp:
1 gold of hp gives (0.42 + 0.0042ar) ehp
1 gold of ar gives 0.0007hp ehp
By equating these expressions we get a formula telling us when armour and health are of equal value for money.
0.0007hp = 0.42 + 0.0042ar
multiplying by 100 and dividing by 0.07:
hp = 600 + 6ar
So if hp is greater than 600 + 6ar, armour is better value. If it's less, hp is better value. Some examples:
At 1000 hp, the critical value is 65 armour
At 2000 hp, the critical value is 230 armour
At 3000 hp, the critical value is 400 armour
In short, against a highly specialised team, armour stacking is quite effective (duh...).
4) Case 2: Equal parts magic and physical
Given armour and magic resist are (nearly) the same price, in this scenario it's best to have equal armour and magic resist. This means that the price of each point of armour essentially doubles (think about it); it also means I can pretend that there's just one armour stat instead of two.
So as before:
1 gold of hp gives 0.42 + 0.0042ar ehp
1 gold of ar gives 0.00035hp ehp
Equating the expressions, and fiddling around a bit, we get our critical formula:
hp = 1200 + 12ar
Some numbers:
At 1000 hp, hp is better value even with 0 armour
At 2000 hp, the critical value is 65 armour
At 3000 hp, the critical value is 150 armour
To summarize:
Against an all-physical team, armour stacking is very effective. For example, with 2000 health, armour is the best buy up to 230 armour. With 3000 health, armour is the best buy up to 400 armour. Obviously the same applies against an all-magic team, but with magic resist.
Against a balanced team, hp stacking is much better value. For example, with 2000 health, more than 65 armour and mr is bad value. With 3000 health, more than 150 armour and mr is bad value. (Note: I mean 65 or 150 of each, not total).
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