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Want to rage about your latest loss? Use the QQ thread. If you whine in GD, you'll get warned. |
On November 18 2011 05:25 Mondieu wrote: Did they already nerf Surge ? It was 40% attack speed yesterday and now it's 35%. :< 40% with the mastery (so always). Same as at the start.
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On November 18 2011 05:25 wei2coolman wrote:Show nested quote +On November 18 2011 05:20 turdburgler wrote: what are peoples oponions on the offence masteries compared to other choices for champions with take a decent bonus from ap and ad? jax, akali etc. is it worth taking pretty much every point in offence or are mid tier defence/utility masteries better? Jax is still probably better going down AD on offense masteries, skipping the AP stuff, mostly because AP per point on masteries is fucking terrible, and not worth it. Also the early health masteries in defense is really nice for jax, in terms of akali, she's more on the AP heavy side, in terms of hybrid, so she'll probably be better off going down the AP side, even though I think that the AP route is clearly underpowered compared to the AD route. AP/level and MPen are probably both still worth it. the % AP isn't that great if deathcap isn't part of your build and flat AP is pretty weak, but CDR -> MPen and AP/level are both good masteries.
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Id rather make sure I got everything that I wanted on akali and jax, even if it meant going higher than 21 just because imo the other trees arent worth skipping offense points for.
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How are masteries shaped these days? Is it x/22/8? That's what I'm using.
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On November 18 2011 05:33 Two_DoWn wrote: Id rather make sure I got everything that I wanted on akali and jax, even if it meant going higher than 21 just because imo the other trees arent worth skipping offense points for. The health bonus on defense tree is really nice for jax, probably not worth it for akali.
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On November 18 2011 05:38 IntoTheheart wrote: How are masteries shaped these days? Is it x/22/8? That's what I'm using.
Err what does this mean? Offensive is overpowered and you should use it as much as possible if that's what you're asking.
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On November 18 2011 05:44 rigwarl wrote:Show nested quote +On November 18 2011 05:38 IntoTheheart wrote: How are masteries shaped these days? Is it x/22/8? That's what I'm using. Err what does this mean? Offensive is overpowered and you should use it as much as possible if that's what you're asking. 30/0/0 FTFY
huehuehuehue
But in reality, a lot of tanks still go to go down defensive masteries, and supports go down the utility mastery. But they're not comparable to AD/AP carry's going down offensive tree.
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On November 18 2011 05:38 IntoTheheart wrote: How are masteries shaped these days? Is it x/22/8? That's what I'm using. masteries seem to be intended to still fit a 21-9 split among 2 trees, but now there is more flexibility if you chose to perform a nonstandard split.
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Since I took the time to type it for the general forums, where people are illiterate to begin with, I may as well copy paste it here since a lot of people don't understand how armor works. This should be second nature to any WoW veteran.
The moment I read Smash's first reply I knew someone would bring this up. Smash is actually right; armor scales linearly in a concept known as effective health. Basically - what's important is not how much damage you mitigate, but rather how long you stay alive based on your current hp/armor. The same logic applies for hp/MR. The formula is EH = HP / (1-DR), and how long you survive is EH/DPS.
Say you have a ranged AD dealing 100 dps (0 armor pen). If you have 1000hp and no armor, you will live for 10 seconds. Given your examples:
0 armor (0% DR, 1000 EH): 10 seconds (1000 hp / 100 dps) 100 armor (50% DR, 2000 EH): 20 seconds (1000/50, or 2000EH/100dps) 200 armor (66.6% Dr, 3000 EH): 30 seconds (1000/33.3, or 3000EH/100dps)
TLDR: Each point of armor (or MR) increases your survivability linearly.
The actual damage mitigated is meaningless; the important matter is how long you actually survive. This is why a flat % mitigation is better at high levels of armor.
If you add 10% DR (multiplicative):
0 armor (0% DR) -> 10% DR: EH 1000 -> 1111, a 0.1 second increase in survival time 100 armor (50% DR) -> 55% DR: EH 2000 -> 2222, a 0.2 second increase in survival time 200 armor (66.6% DR) -> 70% DR: EH 3000 -> 3333, a 0.3 second increase in survival time
If you're a squishy, you're still going to be blown up. But if you're already tanky, flat damage reduction gives you progressively more effective health, makes you even harder to kill.
TLDR: Flat damage reduction gets better the higher your base armor/MR is.
I'm guessing most people already understand that health and mitigation complement each other, which is why hp is good for champions with high resistances (Rammus) while mitigation is good for those with very high hp (Udyr's shield) or self sustain (Warwick, Irelia).
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surged shyvana is pretty scarey, not gonna lie
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Is 21/0/9 the masteries for optimum jungle clearing? (No champion specific really)
Sorry noob questions, I haven't played LoL since the last patch because of desktop problems.
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21/9/0 best jungling for ad junglers
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United States47024 Posts
On November 18 2011 06:14 UniversalSnip wrote: 21/9/0 best jungling for ad junglers I'd say it's a toss-up depending on how badly your champ needs 3 mp5. Bladed Armor really isn't as good as it sounds, and 3 points of Meditation + Buff Duration is probably better than Vet's Scars and filler defensive stats if you really need the mana regen. Most AD junglers don't, though, so in general 21/9/0.
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I'm curious. Would a 10/11/9 setup work for jungling?
Tradeoff in this situation is probably going to be the lifesteal and arpen from offensive for the increased buff duration and slight movement speed increase. Also not sure if the movement speed increase would offset the damage increase from deep offensive to make for faster jungle runs.
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Any one else think Surged is really good? Like REALLY good?
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On November 18 2011 06:17 dignity wrote: I'm curious. Would a 10/11/9 setup work for jungling?
Tradeoff in this situation is probably going to be the lifesteal and arpen from offensive for the increased buff duration and slight movement speed increase. Also not sure if the movement speed increase would offset the damage increase from deep offensive to make for faster jungle runs.
But wouldn't you want the extra damage at 40% low hp on the minions? And also LS
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On November 18 2011 06:18 wei2coolman wrote: Any one else think Surged is really good? Like REALLY good? On certain champs, it's broken as holy fuck.
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On November 18 2011 06:07 RogerX wrote: Is 21/0/9 the masteries for optimum jungle clearing? (No champion specific really)
Sorry noob questions, I haven't played LoL since the last patch because of desktop problems.
I just played a game as Udyr going 0/21/9, and it worked very well. Slower clear then more offensive specs, but the +5% movement and 10% CC reduction are really nice.
A lot of junglers are skipping the utility tree now. With the xp boost to the jungle, the only reason to sink 9 points in utility is for 20% buff duration and 2% movement. For Yi, Nocturne, or Rammus, that just doesn't seem like an efficient expenditure, particularly when the tradeoff is something like bladed armor, which significantly speeds clear times while increasing mitigation.
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United States47024 Posts
On November 18 2011 06:17 dignity wrote: I'm curious. Would a 10/11/9 setup work for jungling?
Tradeoff in this situation is probably going to be the lifesteal and arpen from offensive for the increased buff duration and slight movement speed increase. Also not sure if the movement speed increase would offset the damage increase from deep offensive to make for faster jungle runs. Put it this way: are you giving up offensive stats for MS quints on all your junglers?
The tradeoff from MS quints vs. offensive stat quints is WAY better than the tradeoff on Swiftness vs. Offense tree offensive stats (e.g. with runes you get 1.5% MS by giving up 3.33 ArPen, whereas with masteries you get 0.5% MS by giving up 2 ArPen). Unless you're already running MS quints and value MS highly enough to still want more (and there are some junglers who would do this, but not many of them), Swiftness is comparatively not a good way to get movement speed.
On November 18 2011 06:26 GreenManalishi wrote:Show nested quote +On November 18 2011 06:07 RogerX wrote: Is 21/0/9 the masteries for optimum jungle clearing? (No champion specific really)
Sorry noob questions, I haven't played LoL since the last patch because of desktop problems. I just played a game as Udyr going 0/21/9, and it worked very well. Slower clear then more offensive specs, but the +5% movement and 10% CC reduction are really nice. A lot of junglers are skipping the utility tree now. With the xp boost to the jungle, the only reason to sink 9 points in utility is for 20% buff duration and 2% movement. For Yi, Nocturne, or Rammus, that just doesn't seem like an efficient expenditure, particularly when the tradeoff is something like bladed armor, which significantly speeds clear times while increasing mitigation. 2% movement is straight up not compelling because the tradeoff sucks. You're much better off getting your MS from other sources (quints, Defensive tree, etc.). If you're going 9 util, it should be for Meditation, and not Swiftness (because the tradeoff is much better since Meditation is the 2nd most point-efficient flat stat mastery)--otherwise you're better off not touching Util at all.
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