For someone with AD scaling the AD scaling gets boosted as well.
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Juicyfruit
Canada5484 Posts
For someone with AD scaling the AD scaling gets boosted as well. | ||
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gtrsrs
United States9109 Posts
stop posting stuff and trying to play it off as legitimate when you haven't checked it or when you're blatantly wrong 21 offense doesn't add damage to any items, including bloodrazor. it's base damage only. adding 5% damage to Q, which does 20% of a champ's max life would make the Q do 21% not 25% of their life. throw magic resist onto that (because no jungle warwick would run magic pen or get mpen items) and you'll be doing something like 13.3% up to 14% of their life with Q (assuming 50 MR). it would take 8 Q's to kill someone from full to 0 with OR without the bonus damage from 21 offense. BECAUSE ww does %-based damage, like any other melee %-based damage champ (amumu, mundo) you want to build them tanky to maximize the time they are alive, to maximize the %-damage you'll do. therefore ad runes/masteries are a waste on him in the long run. you want to build him defensively and BECAUSE ww has an fuck-ass-load of intrinsic healing from both his autos and Q, you want to maximize his effective HP so that each 225 HP you get back from Q makes him that much harder to kill. again, building tanky is how you do this 21/0/9 and 13/0/17 are both the wrong approach to this i highly suggest 1/14/15 or 0/21/9 on warwick. since he's got no natural escape mechanism i also wouldn't counterjungle with him unless your team is ready to dive into the enemy jungle to protect you | ||
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TheYango
United States47024 Posts
On April 20 2011 17:32 gtrsrs wrote: i highly suggest 1/14/15 or 0/21/9 on warwick. since he's got no natural escape mechanism i also wouldn't counterjungle with him unless your team is ready to dive into the enemy jungle to protect you Why would you go 1/14/15 on him over 9/0/21? 9% CDR scales into your survivability in a fight way more than 6 armor 6 mr and 2 damage block, because getting off just 1 extra Q in a fight is going to be like +200 HP, which is a greater EHP increase than the aforementioned stats. 1/14/15 is nice on junglers on whom it means the difference between having to bluepill after your first clear, and having enough HP to gank/pressure, but 9/0/21 Warwick can clear and have gank-capable HP without even using a potion. | ||
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Juicyfruit
Canada5484 Posts
I recall seeing slightly bigger wriggle procs after I started using havoc which led me to believe that havoc increases on-hit damage from items. Could be wrong~ Having a much faster clearing speed helps him a LOT in the jungle. Anything less than 21-defense is completely worthless for increasing his EHP except for the small 6armor/MR boost which is pretty chump compared to plain leveling up faster considering warwick does NOT need or benefit in terms of jungling sustainability from the defensive tree. Ignoring everything aside, let's just look at the effect of havoc on your burst at level 6: Q base damage: 175 .... 5% of that = 8.75 R is trickier, it uses 33% of your base AD + 40, and then multiplies it by 5. However, havoc adds to your base AD and THEN ads another 5% to the base damage of R. WW's base damage is 77 at level 6. Havoc makes it 80.85. Then Havoc calculates R damage using the NEW base AD: (80.85*0.33 + 40)(5)(1.05) = 350.07 Compare this to without havoc: (77*0.33+40)(5)= 327.05 So level 6 R gains 22.95damage. Your Q -> R -> Q combo gained a total of 40.45 extra damage. It doesn't sound like a whole lot but you have to realize this is a pretty hefty increase to your burst potential for only 1 point. (P.S. of course this gets mitigated but so does everything else you do -_- so..) Later in the game, you could be Qing a 3000HP tank with 60% Magic mitigation (reasonable expectation). Your Q would be hitting for 378 instead of 360. Again, doesn't seem like much but this is pretty much the equivalent of what you'd get out of 30AP. TL;DR: havoc isn't a terribad point just because it only increases base damage. All that extra damage adds up and along with the significant increase in jungling speed, is why I currently enjoy 21/0/9 as my build. | ||
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dnastyx
United States2707 Posts
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JackDino
Gabon6219 Posts
On April 20 2011 17:42 Juicyfruit wrote: Why so aggressive guitarnoobus? When did I ever say it would increase it from 20% to 25%? I merely said that it increases the damage by 5% and it happens to scale better since base damage on warwick's Q happens to be higher than most casters vs someone of high HP. I recall seeing slightly bigger wriggle procs after I started using havoc which led me to believe that havoc increases on-hit damage from items. Could be wrong~ Having a much faster clearing speed helps him a LOT in the jungle. Anything less than 21-defense is completely worthless for increasing his EHP except for the small 6armor/MR boost which is pretty chump compared to plain leveling up faster considering warwick does NOT need or benefit in terms of jungling sustainability from the defensive tree. Ignoring everything aside, let's just look at the effect of havoc on your burst at level 6: Q base damage: 175 .... 5% of that = 8.75 R is trickier, it uses 33% of your base AD + 40, and then multiplies it by 5. However, havoc adds to your base AD and THEN ads another 5% to the base damage of R. WW's base damage is 77 at level 6. Havoc makes it 80.85. Then Havoc calculates R damage using the NEW base AD: (80.85+40)(0.33)(5)(1.05) = 209.37 Compare this to without havoc: (77+40)(0.33)(5)= 193.05 So level 6 R gains 16.32damage. Your Q -> R -> Q combo gained a total of 33 extra damage. It doesn't sound like a whole lot but you have to realize this is a pretty hefty increase to your burst potential for only 1 point. (P.S. of course this gets mitigated but so does everything else you do -_- so..) Later in the game, you could be Qing a 3000HP tank with 60% Magic mitigation (reasonable expectation). Your Q would be hitting for 378 instead of 360. Again, doesn't seem like much but this is pretty much the equivalent of what you'd get out of 30AP. TL;DR: havoc isn't a terribad point just because it only increases base damage. All that extra damage adds up and along with the significant increase in jungling speed, is why I currently enjoy 21/0/9 as my build. Completely agree with this, this guy is legit. | ||
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SnK-Arcbound
United States4423 Posts
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Slayer91
Ireland23335 Posts
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TL Blazeraid
566 Posts
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Slayer91
Ireland23335 Posts
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SnK-Arcbound
United States4423 Posts
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Shikyo
Finland33997 Posts
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spinesheath
Germany8679 Posts
Teemo is really annoying for Poppy: Poison is barely affected by her passive, blind makes her miss Q, and movequick makes sure Poppy can't ever land a stun (aside from the random stuns without the presence of a wall). Shrooms are just icing on the cake. Oh and Teemo can hit Poppy while she's trying to lasthit under the tower. Malzahar is good if you can ward against ganks and push hard. Olaf should be good with Axe + true damage. Cho obviously with Silence + true damage. | ||
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SnK-Arcbound
United States4423 Posts
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oob
Sweden630 Posts
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57 Corvette
Canada5941 Posts
I know he is not Shen, but I don't think he really fits my style. | ||
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spinesheath
Germany8679 Posts
On April 20 2011 22:56 wolfy4033 wrote: SO, do you get less rating for going with a friend? I assume you mean duo queueing ranked? It shouldn't affect your elo gain/loss directly. However if you duo Q, the matchmaking uses a slightly increased elo instead of your real elo to compensate for the assumed advantage of playing with someone you know. This should lead to unbalanced teams in terms of actual elo which should affect the points you gain/lose. But that would mean that your team has less real elo than the enemy team, so you should actually gain more or lose less elo. It might also be the case that the game keeps the modified elo for the elo calculations after the match. In that case you should not see a different elo gain/loss at all. As you probably noticed, I don't know if any of this is true :p | ||
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freelander
Hungary4707 Posts
On April 20 2011 12:36 dnastyx wrote: I used to go 21/0/9 when I was bad. Then I realized that Utility Mastery was godlike. I used to go 20/0/10 when I was bad. Then I realized that the extra 0.75% cooldown from Sorcery or the 1% attack speed from Alacrity was worse than 1 gold/10. Now I go 19/0/11 and I'm still bad. The moral of the story is that I'm a baddie. 1g/10 is ~350 g in an hour long game not much, really | ||
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freelander
Hungary4707 Posts
On April 20 2011 14:57 Juicyfruit wrote: He outspeeds a lot of junglers because he can kill a big wolf before doing blue. He also gets the benefit of being able to start comfortably with long sword. My WW starts with like +11 AD from runes, +3AD from masteries, and +10AD from longsword, so he kills the creeps crazy fast with Q spamming and W. which AD runes do you use? it sounds good, i run him with attackspeed atm | ||
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57 Corvette
Canada5941 Posts
Some of these picks fit the Champion perfectly (EG. Morde's songs), but others not so much (Nidalee) Maybe we could come up with some ideas. | ||
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