LOL: How many types of damage are in League of Legends? The answer is not the one you imagine
To learn to play League of Legends We are obliged to simplify. We don’t care that global skills do not really exist if spells can travel the entire map. Nor do we need to know exactly how many units allows us to move the flash as long as we have clear what walls we can cross and how. Accumulating data that do not help us in the games is only for the most curious . However, we are not precisely few players who are willing to know some thousands of details that make up our favorite video game.
- The three large categories of league of legends damage
- League of Legends goes beyond the damage we know
The three large categories of league of legends damage
One of the most interesting details of League of Legends is related to damage. Almost any player we ask, he will tell us that in the game there are three different types of damage: magical, physical and true. It is true that before that answer we cannot say that they are wrong, but they do make the mistake of having simplified too much . The reality is that Riot Games has scheduled many more categories to define how the champions lose life. However, before continuing, it is time to review why this classification is the only one that usually imports in the community.
Knowing the distribution of a champion’s damage depending on the three main categories allows us, from an offensive point of view, to build compositions that balance physical and magical attacks to hinder the life of our rivals. Also, to make defensive decisions, it is truly important to have an approximate notion of how enemies will subtract life. You have to know some cases such as Dog’maw that, despite being played mainly as a shooter, inflicts half of his damage as magic. A particularity that makes him the hybrid champion par excellence of League of Legends.
There are other equally complicated curiosities to manage. Master Yi, Wayne, Camille, Flora, Olaf or HRI inflict an amount close to 30% of real damage. This means that neither physical nor magical resistance will be so useful against them, so that we will have tobuy a lot of life or counteract them with utility items *. For example, ice heart can be a good idea against those characters that can inflict true damage with their basic attacks. The reasoning is simple: at least self-Ataques, less true damage and more happy people in our team.
League of Legends goes beyond the damage we know
The problem of dividing the damage into just three categories is that, in this way, it is impossible to explain everything. We find a good example in the decontrol of Landry . The passive of this object causes a burnt that does magical harm to the enemies after receiving the damage to a skill. With only three types of damage, there would be many difficult questions.
- Why does the burnt of Landry’s grief not activate himself?
- Why objects that inflict magical damage such as the eldest of solar fire or spine mesh do not activate the passive of Landry’s grief?
- Why do pets (Timbers or Margarita), which activate other magic damage items such as relay, do not do the same with Landry?
It is true that all Landry’s grief interactions could be explained by alluding to Riot Games programmed it exceptionally to have those concrete interactions. However, things are not working in video games. Introducing lines of code for each exception is a titanic work and taking into account that League of Legends exceeds the 800 skills far and has several tens of objects. To avoid bugs (there could be even more) and do everything simpler, it is necessary to create a logic that allows to categorize each type of damage.
To meet all your needs, Riot Games has had to create a total of 10 different subtypes to define the damage. These are the ones that explain each one of the existing exceptions in the video game.
The previous classification results in about 20 different types of damage . This is because the three main variables (physical, magical and true) are complemented with the ten subcategories. For example, the damage inflicted by the turret located at the source of each of the bases to the champions is defined as true by directly attacking the health of the champions and also as an internal gross by ignoring any immunity or resurrection ability.
The complete damage list allows Riot Games to solve 99% of the scenarios , although the exceptions remain essential. Continuing with a new example, Tax or Nil ah are able to dodge all instances of basic damage with their skills (counterattack and exultant veil). However, they also do the same with the W (choose a letter) of Twisted Fate, which is computed as skill damage. This is because, in terms of Game Feel, it behaves too similar to a basic attack. The players, even without knowing how both spells interact, would launch their magic of immunity instinctively to stop it because it seems logical.
- Persistent damage does not awaken the enemies asleep by Zoe or Lillian
- Only the damage to skill, area and persistent is able to activate all the effects related to the skills
- The normal damage is the one that allows Riot Games to create the greatest amount of exceptions, causing the object system to be sustained
- Gross damage and internal gross damage are almost equal, but Riot differentiates them to facilitate life. Kindred or Tryndamere can use their definitive to survive the first category, but never in front of the second.