A new feature in League of Legends replaces armor penetration. How is it calculated and what does the lethality factor even mean?
At the start of Season 7 in League of Legends, there are some changes waiting for you. Among other things, there are changes due to plants in the jungle and new ranked queues. Additionally, there is a replay system and a sandbox mode where you can prove your skills. The changes for the LoL season 2017 can be found here. Another change was the removal of armor penetration. We show you how the lethality factor in LoL works.
LoL Lethality – Lethality Factor Patch 6.22
In League of Legends, the flat armor penetration has been replaced by the lethality factor. This factor calculates armor penetration a bit differently. Since the lethality factor scales with the target’s level, assassins still have a chance in the game even after a weak early game. This addresses the snowball problem that existed previously with assassins. If an assassin fell behind, it was only hard to catch up. Now that the lethality factor is tied to the target’s level, the calculation of armor penetration works differently and functions as follows.
Calculation of the lethality factor: The calculation of the new factor occurs in 2 ways. Thus, 40% of the lethality factor is directly applied as flat armor penetration. The remaining 60% are released linearly with the level of the respective opponent.
- Example: If you have a lethality factor of 10, you immediately get 4 flat armor penetration from that. For each level of the opponent, an additional 0.33 armor penetration is released. At level 18, you then have the full 10 armor penetration points from the lethality factor (4 flat + 6 because the opponent is level 18).
These changes are particularly interesting for assassins who are based on attack damage. The developers want you to have an impact as an assassin in the later stages of the game without turning the game upside down too early.
What do you think of these changes to armor penetration?
