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I've only scanned over this mathcrafting, but it looks to me like you guys are only considering PvP in the AR vs APen rune discussion. Something that you must keep in mind is that creeps have hardly any armor in the beginning of the game, so AD is going to be more effective in improving your last hitting.
Those early levels are so important for setting the tone of the game. An early CS advantage, with properly timed buying can help you snowball into late game and reach your end game items significantly faster than your opponent.
For this reason, I've always bought dorans blade on trist, even durring that phase when EVERYONE would give you shit for buying a doran blade. It may only be +6 dmg, but it makes is so much easier to time your last hits properly, that it pays for itself.
I'm looking forward to trying AD marks + Doran Shield, because that seems like it will be a much stronger opening than the APen + Doran Blade I usually run.
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On October 20 2010 05:28 Phrost wrote:Show nested quote +On October 20 2010 05:24 Southlight wrote:Skins/artwork don't break the client AFAIK, modifying stuff like recommended items, GUI, etc. break patching though. Edit: On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever. MAZINGA runs 21 offense ;p who dat? I ran 21 offense with trist for a while. Then I realized it wasnt as good as 21 utility because summoner skills are op. Bad Kogmaw, amazing Twitch.
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On October 20 2010 05:29 Southlight wrote: One of the best ranged carry Twitch feeders in the game, if not the best.
^
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How do you convince your team to cover you so you don't get butt-destroyed as twitch in team fights? Would two tanks be best for a twitch centered team?
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On October 20 2010 05:35 Ruken wrote: How do you convince your team to cover you so you don't get butt-destroyed as twitch in team fights? Would two tanks be best for a twitch centered team? da bess twitch team, LOL
Twitch Morgana Kayle Shen Galio
DERP
replace Galio with Alistar because Galio's banned and Alistar headbutts people.
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Good support beats a good tank for any type of babysitting. Unless said tanks are Amumu, Galio, or Shen.
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On October 20 2010 05:29 radmax86 wrote: I've only scanned over this mathcrafting, but it looks to me like you guys are only considering PvP in the AR vs APen rune discussion. Something that you must keep in mind is that creeps have hardly any armor in the beginning of the game, so AD is going to be more effective in improving your last hitting.
Those early levels are so important for setting the tone of the game. An early CS advantage, with properly timed buying can help you snowball into late game and reach your end game items significantly faster than your opponent.
For this reason, I've always bought dorans blade on trist, even durring that phase when EVERYONE would give you shit for buying a doran blade. It may only be +6 dmg, but it makes is so much easier to time your last hits properly, that it pays for itself.
I'm looking forward to trying AD marks + Doran Shield, because that seems like it will be a much stronger opening than the APen + Doran Blade I usually run.
Well, taking marks = 3 more AD than Dorans blade...
If you still take ArPen quints, then you do +3 dmg vs caster and melee minions and -1dmg to tanks.. but to each their own i guess.
The extra armor could be very strong, who knows.
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On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever. 11 in offense has it's perks (armor pen)
and from what I remember isn't jungle akali supposed to grab 21 offensive?
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On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever.
When you say base damage, do you mean it only affects damage from base AD for physical carries, or does this extend into not affecting additional spell damage from AP/AD ratios?
Edit: The Jungle Akali guide on the forums has her going 21 into offense, and more laning Akali's go 14-15 into offense for Brute Force so they can start with a Doran's blade and 1 AD quint to activate her vamp passive.
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On October 20 2010 05:43 Seuss wrote:Show nested quote +On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever. When you say base damage, do you mean it only affects damage from base AD for physical carries, or does this extend into not affecting additional spell damage from AP/AD ratios? Means you get +5% of your base AD as Damage, means you will not get +5% of the AD you get from a longsword or an IE.
This also works on spells so 5% of the base damage on a spell, will not include the bonus from AP.
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is that whole where-people-are-when-jungling-optimally spreadsheet happening?
i know i would love it =D
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On October 20 2010 05:43 Mogwai wrote:Show nested quote +On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever. 11 in offense has it's perks (armor pen) and from what I remember isn't jungle akali supposed to grab 21 offensive?
Not anymore! At least I don't think she should anymore, what with AD reds actually being viable and all.
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On October 20 2010 05:47 Juicyfruit wrote:Show nested quote +On October 20 2010 05:43 Mogwai wrote:On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever. 11 in offense has it's perks (armor pen) and from what I remember isn't jungle akali supposed to grab 21 offensive? Not anymore! At least I don't think she should anymore, what with AD reds actually being viable and all. Akali runs 4AD reds + 5mPen reds + mPen quints right? (I dont play her so I don't know) but ya... with AD Reds being viable... AD reds +mPen Quints + w/e + w/e might be a great alternative...
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On October 20 2010 04:10 BraveGhost wrote:Show nested quote +On October 20 2010 04:07 UniversalSnip wrote:On October 20 2010 03:43 BraveGhost wrote: I got Lux in a normal game than my game freaked out and crashed.. qq.. I think that Malady is ok on Kayle, I don't really see how its better than Ghostblade yet other than the cost, need to test in game..
Gonna have to play after I get home from school later, hopefully they have their crap figured out.. I need to get some IP to make an imba ad page what do you mean 'other than the cost' lol. You only need 5 thousand gold now - zerk, malady, rageblade - and you're in the position most carries will be at like 15 minutes from then. I mean the cost.. is the best part about it... as in it's cheaper than Ghostblade.. I still think ghostblade is an overall better item.. like i said, I need to test it edit: I always always get rageblade first, malady will need to blow me out of the water for me to consider it first
You get 2000, you go back, you're a pimp. It puts you ahead of the curve for the rest of the game.
Big difference between 2000 and 3000.
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Marshall Islands3404 Posts
i always run 21 in offense on warwick I forgot why. I think its for the slightly larger Qs and slightly better ult. 15-0-15 is probably better idk
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On October 20 2010 05:22 Phrost wrote: 5% damage from offense only affects base damage and it sucks. Nobody goes more than 9 in offense ever.
11/0/19 CDR/APen Ashe. Imo 9 in offense sucks, you don't get anything (unless you have a reason to pick up the 15% MPen). Defense is the better choice for leftover points.
On October 20 2010 05:45 Insanious wrote: Means you get +5% of your base AD as Damage, means you will not get +5% of the AD you get from a longsword or an IE.
This also works on spells so 5% of the base damage on a spell, will not include the bonus from AP. Makes me wonder: Sheen/Triforce/Lichbane increases your base damage, right? Additively, as far as the tooltip states. Do you get 1.05*base + bonus or 1.05*(base + bonus)? In the case of the new Sheen, that could mean that you actually get 10% of your natural base damage from the mastery. Only for the procs of course. Not that I would get 21 in offense because of that...
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Jungle Akali went high into offense tree for 2 reasons:
1) +dmg mastery, doran's sword, and a quint will allow you to get spell vamp passive
2) 2 spell dmg quints + ignite mastery allows you to get the +% spell dmg
Most guides recommended 21/0/9 although now that I think of it 15/0/15 would be pretty nice for Akali too.
If +dmg marks are more viable and her late game damage is mostly spell damage anyways, then Akali can do without going so high into offensive and do a 9/0/21 build. Although, you will have to chose ignite mastery or -% mres. Or do a 10/0/20. I jungled with Akali both with and without the spell dmg passive and I had to blue pill at blue buff without the spell dmg passive. I was able to do small golems, wraiths, wolves, and blue golem with ease with it though.
Anyone able to see the Halloween Quints, I see them advertised but nothing in the store? Probably nothing worth getting, but just curious to see what they are.
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On October 20 2010 05:42 Insanious wrote:Show nested quote +On October 20 2010 05:29 radmax86 wrote: I've only scanned over this mathcrafting, but it looks to me like you guys are only considering PvP in the AR vs APen rune discussion. Something that you must keep in mind is that creeps have hardly any armor in the beginning of the game, so AD is going to be more effective in improving your last hitting.
Those early levels are so important for setting the tone of the game. An early CS advantage, with properly timed buying can help you snowball into late game and reach your end game items significantly faster than your opponent.
For this reason, I've always bought dorans blade on trist, even durring that phase when EVERYONE would give you shit for buying a doran blade. It may only be +6 dmg, but it makes is so much easier to time your last hits properly, that it pays for itself.
I'm looking forward to trying AD marks + Doran Shield, because that seems like it will be a much stronger opening than the APen + Doran Blade I usually run.
Well, taking marks = 3 more AD than Dorans blade... If you still take ArPen quints, then you do +3 dmg vs caster and melee minions and -1dmg to tanks.. but to each their own i guess. The extra armor could be very strong, who knows.
I run HP quints and 21 defense on trist too. Staying power in the lane is the important thing here, not maximum theoretical damage in the late game.
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On October 20 2010 06:06 radmax86 wrote:Show nested quote +On October 20 2010 05:42 Insanious wrote:On October 20 2010 05:29 radmax86 wrote: I've only scanned over this mathcrafting, but it looks to me like you guys are only considering PvP in the AR vs APen rune discussion. Something that you must keep in mind is that creeps have hardly any armor in the beginning of the game, so AD is going to be more effective in improving your last hitting.
Those early levels are so important for setting the tone of the game. An early CS advantage, with properly timed buying can help you snowball into late game and reach your end game items significantly faster than your opponent.
For this reason, I've always bought dorans blade on trist, even durring that phase when EVERYONE would give you shit for buying a doran blade. It may only be +6 dmg, but it makes is so much easier to time your last hits properly, that it pays for itself.
I'm looking forward to trying AD marks + Doran Shield, because that seems like it will be a much stronger opening than the APen + Doran Blade I usually run.
Well, taking marks = 3 more AD than Dorans blade... If you still take ArPen quints, then you do +3 dmg vs caster and melee minions and -1dmg to tanks.. but to each their own i guess. The extra armor could be very strong, who knows. I run HP quints and 21 defense on trist too. Staying power in the lane is the important thing here, not maximum theoretical damage in the late game. With Ghost, flash, rocket jump, and 700+ range I don't get pushed out of a lane very easily. So really, going 11/0/19 (what i actually run on my ranged carries) is fine on trist. Dorans blade is still +120HP, and to me the lifesteal is also nice (although very small, it does add up over a long amount of last hits... just saying).
Also, the extra ArPen helps:
1) Clearning jungle creeps in between waves 2) Defending your self vs your enemy, if you do more damage, they are less likely to attack you 3) End game defense. With ArPen Runes you take Super Creeps to 0 Armor. 4) Increases speed of you getting Red (again takes the lizzard to 0 Armor)
You forget that with 30Armor on the lizzard, your attacks do 23% less damage... that means it takes 23% longer to do lizzard with no ArPen runes. Yes your team helps, but sometimes they can't and sometimes the lizzard buff is clutch.
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The Halloween Quints are under Tier 2 Quints. They're 95% of a tier 3 quint for half the price. They have HP, MS, AP, Dodge, and something else I missed maybe...
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