![]() ![]() Even though the weapon has a lot of bloom, it tends to dish out some very consistent damage.Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Note: Remember Critical Damage relies on you spending lots of money on crit. Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Second best would be Critical Chance (with IE), or Armor Penetration (without IE). Worst early game rune: Critical Damage, by far.īest late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. chance: 6.49% damage increaseħ0 armor, 70% crit. chance: 1.49% damage increaseħ0 armor, 50% crit. Now, let's bring armor to the mix:ġ8 armor, 8% crit. With 50% crit chance, you get an 11% damage increase, and with 70% crit. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. ![]() The problem here is that this relies on you having critical chance to begin with. With IE against 100 armor: 6% damage increase. ![]() With IE against 70 armor: 7% damage increase. Since this gets affected by armor, using the example from the ArPen runes: If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. chance means you get a 10% increase in your damage output over time. ![]() At 100 armor your runes give you a 5% damage increase, and it gets lower from there. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. Now, while I'm here I might as well compare the runes. Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
January 2023
Categories |