Measure
Effective health
You might say: EHP, effective HP, effective health pool, physical EHP
Effective health is the unmitigated damage required to defeat a target after mitigation. For damage = attack × K/(K + armour), EHP = health × (1 + armour/K) before discrete minimum-damage and rounding caveats.
- What it does
- Puts health and armour on one survivability scale for comparing defenders and checking whether the armour curve gives the intended durability.
- Ask
- How much raw damage does this defender survive, and does that prediction still match discrete HTK against each attacker?
- Typical
- EHP = H/(K/(K + A)) = H(1 + A/K) for nonnegative divisive armour; recalculate per damage type and condition
- Trouble
- Treating EHP as universal despite flat reduction, minimum damage, rounding, shields, cover, flanking, penetration or mixed damage; EHP may not predict exact HTK.
Connections
- See also: Interaction formula catalogue
- See also: Time-to-kill
- See also: Hits-to-kill matrix
Sources
- League of Legends Wiki, Armor, Armor formula; effective health; Stacking armor
The second formula proves that armor increases nominal health by a percentage against physical damage; this is called effective health.
- StatGarden, Effective HP calculator from armour rating, What this calculator does; Formula; Worked examples; Questions
Formula damage reduction = armour ÷ (armour + K); effective HP = health ÷ (1 − damage reduction) = health × (1 + armour ÷ K)
- Blizzard, Warcraft III Armor and Weapon Types, Damage Reduction or Increases for Armor
A unit with 20 armor basically has 55% extra hitpoints -- 100 would become effectively 155.
- Calc, Hits to Kill Calculator, Formula; Effective HP; Frequently asked
Effective HP = HP ÷ (1 − reduction%); 50% reduction doubles the hits required.
- GameDesign.gg, Weapon Design: The Feel, Math, and Balance of Guns, The Core Numbers: Damage, Fire Rate, and Time-to-Kill
Shots to kill is the enemy’s effective health divided by damage per shot, rounded up.
Unverified: The linear EHP expression is exact for this divisive ratio before minimum-damage and rounding; flat mitigation, shields and mixed damage require a specified incoming profile.
Use it on your project
teardown-apply: hold "Effective health" (htk-effective-health) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
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