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The reason that those values work out nicely is of course that 1 Armor = 1% EHP when choosing x=100 .
I don't really see how finding the derivative would help over using the plot generated by desmos. Ofc if you want to plot the function yourself, using the derivatives is very important. Let me know if you have a specific example on using the derivative here.
Sidenote: The linear graph with the constant derivative is EHP, not damage reduction. You could derive that function to show that the derivative is constant, but that does ont provide any additional info over stating that the function is linear. So you could do either of the 2, and when making the guide I decided that simply showing the linear graph was easier to understand.
100% correct, right on the money.
Its easy to see that x = A is always the point at which 50% damage reduction is reached. You can choose any x as long as you tweak how much armor your items / level ups give.
Choosing x=100 is "pretty" because a lot of values work out nicely: 100 armor is exactly 50% damage reduction, 50 armor is exactly 1/3 and 25 armor is 20.
(My comment is too long, so I have to break it into separate messages)
1) "How did ppl come up with the dmgreduction formula?"
I expect that people first decided on what the formula should do. In this case you want 1% EHP per 1 point of armor.
Now that you know your goal, you need to come up with a function that translates armor into damage reduction in a way that respects this 1 Armor = 1% EHP.
To do this you basically do the same thing I did in "Deriving the Formula for Effective Health", but in reverse.