Monday 11 May 2015

How Armor Resistance Works? by Heroesflorian


Heroesflorian's Experiments on Armor Resistance.


Disclaimer
All of the Experiments are conducted by Heroesflorian, I take no credit to it, I'm just spreading his findings, because I believe everyone should know!


 Heroesflorian, on 15 Feb 2015 - 04:47 AM, said:
Now, this sounds very interesting! Thanks for your observations.
In order to get some further inside on how the shields work, and either confirming your observations or correcting them, I did some own tests...
Tested with 5.2k poison shield and 12.8k health on my own base (with troops/other towers in range removed):Test 1: Went into range of a lvl 9 snake tower and stood still there (without any interruption by other towers, troops, spells or whatever). Result: It took about 24-25 seconds within the range of the snake tower (having 212 poison damage) to go from full health to death. Damage started immediately as far as I could see. That means, with 5.2k poison shield my kind's health changed by about 12800/24 = 533 per second... let's call it 'health loss per second', or HLPS for short.
Test 2: Went into range of a lvl 9 snake tower and stood still there for about 23 seconds ("almost dead"/green part of health bar shrinked down almost to invisibility), then I ran away and activated a heal spell. After that I waited until I had full health again, and then went into range of the same snake tower again (without heal effect). It took again about 24-25 seconds to die on that second "poison contamination". This, together with the instant start of damage, basically means that the shield works as a permanent damage reduction, and not as a one-time damage absorption.
Tested with 0 poison shield and 13.6k health on my own base (with troops/other towers in range removed):Test 3: Went into range of a lvl 9 snake tower and stood still there. Result: It took about 13-14 seconds to die. That equals about 13600/13 = 1046 HLPS without poison shield. That means, 5.2k poison shield made a difference of about 1046-533 = 513 HLPS. Assuming poison shield does not influence the king's general health regeneration, the HLPS difference also means a difference of 513 in the damage per second (DPS) inflicted to the hero, with HLPS = DPS - RPS (with RPS being 'regeneration per second').
Due to rounding errors for health and shield values, as well as not perfectly exact time measuring, as well as ignoring the king's regular health regeneration, this value might be a bit off, but one thing coming to my mind is that 10 points of shield might correspond to a damage reduction of 1 DPS. Another possibility might be (as 533 is about 51% of 1046, meaning a damage reduction of 49% with the slightly unprecise data) a percentual reduction of about 1% for 100 points of shield value. Though - as the second alternative (%-based reduction) would mean 10k shield equals complete immunity and over 10k shield is completely useless, which I see as bad design - I believe the first alternative (+-based reduction) is a lot more likely.
Tested with 13.6k health on my own base (with other troops/towers in range removed):Test 4: I used 2 waves with each 6 gargoyles and 2 archers to get my health down to almost 0 - right timing took a few tries here, in order not to die - before using a summoning scroll to distract/kill the remaining archers and retreating into safety without using the spell. It took roughly 21 seconds to regenerate back to full health (with 50% of health reached at about 10-11 seconds, indicating a linear health regeneration progress), with no further damage in the meantime. This translates to an RPS value of about 13600/21 = 647.
Open question: Does health regeneration also take place when being under damage?  (assumption for now: yes)If so, then the actual DPS values in the earlier tests are higher. The total damage dealt to the king in order to kill him from full health basically equals his base health + his RPS value times the duration in seconds until he dies.
Total damage from snake for tests 1 and 2 (with poison shield) is about 12800 + 24*647 = 12800 + 15528 = 28328. DPS then is roughly 28328/24 = 1180.Total damage from snake for test 3 (without poison shield) is about 13600 + 13*647 = 13600 + 8411 = 22011. DPS then is roughly 22011/13 = 1693.DPS difference remains unchanged of course, being still at 513.
So that means the %-shield hypothesis of "1% for 100 shield points" would definitely be wrong with the actual DPS values from snake to king being reduced by about 30% from 5.2k shield... so either (with % reduction) it would actually be 1% for about 172 shield points, which doesn't sound like a very probable value, in addition to aforementioned thoughts that speak against the % theory, or it is an absolute damage reduction per second...

That leaves us with the most probable theory of a fixed -0.1DPS/ShieldPoint effect being applied to the hero, which I will assume to be true for now, until anyone comes up with something better or anyone can proof this wrong.
Now, I personally like to call something a resistance when it is a % reduction/effect, and of a shield when dealing with an absolute reduction/effect, but arguably a continuous, fixed amount reduction of damage places the poison shield (and, assuming they work the same way, also fire/ice/normal damage shields) closer to how a true resistance (continuous, fixed percentage reduction) would work than the (wrong) previous assumption of a one-time fixed amount damage absorption...on the other hand, you could just see it as a fixed damage absorption per second now...
Anyway, this news has some very interesting consequences! Obviously, when shields reduce the total DPS by a fixed amount, then stretching out the total damage that (a section of) your base deals, i.e. increase the time/duration over which the total damage is dealt while lowering the DPS, actually makes shields more effective, as they will overally take away more damage. That means, that from a damage point of view, clustering of firebolt or snake towers could make sense as it reduces shield efficiency?

Side note: Poison also deals damage over time (DOT), same for fire, some more insight / greater exactness/clearness might be gained by doing such testing with ice damage.Though, obviously, frosters are hard to "set up" properly - i.e. make them all start firing at right the same time. Moreover, I personally don't have any high level frost tower that I could use instead.
Tested with 13.6k health on my own base (with other troops/other towers in range removed):Test 5: I moved my king within range of my highest frost tower without any ice shield, his health doesn't get any (visibly) lower, even after a minute the health bar is still completely full despite the frost effect hindering regeneration... this actually makes me wonder how that freeze effect really works.I mean, the lvl 6 frost tower has 61 ice damage, times 60 seconds that would still be over 3.6k damage per minute. That'd be about 26% or roughly one quarter of 13.6k health. Even with the hero being quite resistant to damage in general, the actual damage dealt to him should be somewhat visible on the health bar, under the assumption that freeze effect disables regular health regeneration completely. So, maybe the freeze effect might actually only reduce the king's natural health regeneration instead of completely removing it completely?
Test 6: I moved into range of 2 lvl 6 frost towers and stood still there. After about a minute I can finally confirm some small reduction to the health bar, maybe about 10-15% of my health (hard to guess exactly on a small smartphone screen).
Test 7: I moved into range of 1 lvl 9 froster (132 ice damage) and stood still there. The damage dealt after about a minute is somewhat similar to that of 2 lvl 6 frost towers.
Test 8: I moved into range of 1 approaching troop wave consisting of 8 level 9 frosters and stood still there. It took about 27 seconds to kill my king (remember, without any ice shield). That means 13600/27 = 503 HLPS, and a DPS value of 503+X, where X is the frost-reduced RPS, which should be somewhere between 647 and 0.
Tested with 1.5k ice shield and 11.3k health on my own base (with other troops/towers in range removed):Test 9: I moved into range of 1 approaching troop wave consisting of 8 level 9 frosters and stood still there. It took about 26 seconds to kill my king. This means with 83% health (in other words, 17% less than before) and 1.5k ice shield in exchange, the overall "durability" of the king against ice damage was a little bit lower as before... anyway, 11300/26 = 435 HLPS, 435+X DPS.
This means... 1.5k ice shield made a difference of 68 HLPS / DPS, indicating a value of about -0.05DPS/ShieldPoint rather than the previously observed -0.1.     
The difference might have several reasons: DOT versus no DOT, different effectiveness for different kinds of shields for balancing reasons, non-linear effect of shields (i.e. double shield amount has not double effect, but e.g. quadruple effect or whatever), or even the unlikely %-based model being actually true (with some inaccuracy errors).
Tested with 42% scream boost, 1.5k ice shield and 11.3k health on my own base (with other troops/towers in range removed):Test 10: I moved into range of 1 approaching troop wave consisting of 8 level 9 frosters and stood still there, but I did use the hero scream ability 2 times to remove the freeze effect for a while. It took about 26 seconds to kill my king, exactly the same duration as without using the hero scream... thus, as it seems, either the hero scream has no effect at all on the RPS of the hero, or the freeze effect doesn't lower the RPS at all (i.e. X = 647).
Now, that really, really surprises me!
Tested with 5.2k poison shield and 12.8k health on my own base (with troops/other towers in range removed):Test 11: Went into range of a lvl 9 snake tower and a freshly-built lvl 1 frost tower and stood still there. Despite being under frost effect permanently, the time until death was exactly the same as in tests 1 and 2, thus I assume that the frost effect does indeed not influence the king's RPS.
Test 12: Went into range of a lvl 9 snake tower and a freshly-built lvl 1 frost tower and stood still there. In addition, I had a froster firing at me for most of the time (except first 2-3 seconds). This was to check whether the frost effect may be level dependant or something. Despite being under frost tower AND max-froster's frost effect permanently, the time until death was only lower by about 2-3 seconds compared to tests 1, 2 and 11, which I see as a a confirmation of the "frost effect doesn't influence RPS" theory, as the small difference much likely came from the froster's additional damage, slightly increasing the overal DPS dealt. d




Some of you guys might not have the luxury of scanning through the entire Royal Revolt's Forum, but I do! I actually read this post way back in early April but it soon got burried real fast.

I think this experiment conducted by Heroesflorian deserves a spot here! Even I look back time to time to find this post as it is just so informative.

And yes I usually skip to the Bolded parts as it is too much read even for me!

It is pretty messy in my opinion but I think they key points are:-

The shield works as a permanent damage reduction, and not as a one-time damage absorption.

Most likely 10 points of shield correspond to a damage reduction of 1 DPS

As in fixed -0.1DPS/ShieldPoint effect 







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