For a buiser top I might steer clear of lethality because it only shines once you have a lot of ad and crit, but it's a huge damage boost for ad carries. I do agree that lethality is quite weak early on though. When you do the stack phantom dancer build where you don't make ad items it most certainly sucks compared to the arpen mastery.
[Patch 1.0.0.130: Volibear] General Discussion - Page 171
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Blitzkrieg0
United States13132 Posts
For a buiser top I might steer clear of lethality because it only shines once you have a lot of ad and crit, but it's a huge damage boost for ad carries. I do agree that lethality is quite weak early on though. When you do the stack phantom dancer build where you don't make ad items it most certainly sucks compared to the arpen mastery. | ||
Navi
5286 Posts
Why would something not be one of the best masteries in the game because, you know, there's another mastery that is also one of the best 1-point masteries in the game that has is comparable in value? lol and as blitzkrieg mentioned, you're going to be getting both of them when you go 21 offense anyhow, so its not as though you have to choose between one of them. | ||
Mogwai
United States13274 Posts
On December 10 2011 05:14 Blitzkrieg0 wrote: You aren't deciding between 10%arpen and 10% crit damage though because you want both of them. If you think Lethality is a bad mastery because it isn't as good as 10% arpen you're not comparing the correct things. You should be taking both of them since there are so few sources of such stats and they're such strong stats once you're built. where did I say it was bad? I'm saying it's overrated. which is fucking true, no question. show me a post suggesting that Weapon Expertise be split into 3 points. oh wait, no one's posting that because no one has a problem with it. but they see lethality and shit their pants because of the comparison to the old mastery. all I'm trying to point out is that there are bigger fish to fry when it comes to strong offensive masteries and that talking about nerfing lethality without talking about weapon expertise is stupid. On December 10 2011 05:14 Blitzkrieg0 wrote: For a buiser top I might steer clear of lethality because it only shines once you have a lot of ad and crit, but it's a huge damage boost for ad carries. I do agree that lethality is quite weak early on though. When you do the stack phantom dancer build where you don't make ad items it most certainly sucks compared to the arpen mastery. lethality only cares about crit chance. AD has nothing to do with the relative increase in damage output from lethality. take my example from last time. make it 1000 AD rather than 100 AD. that just mutiples the damage on everything by 10, which means arpen still outperforms it, even at 1000 AD and 60% Crit vs. 100 Armor. crit chance is the only relevant stat to whether lethality is any good or not, Attack Speed and Attack Damage have nothing to do with it. SO, to clarify, Lethality isn't bad, it's just that Weapon Expertise is stronger, so don't give me this shit about Lethality needs a nerf without talking about Weapon Expertise (and Archaic Mastery too for that matter). | ||
tmtx
71 Posts
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ZERG_RUSSIAN
10417 Posts
On December 10 2011 02:55 JackDino wrote: That's not an actual 1v5 and those are champs with more items than others, someone said that the definition of a hypercarry was being able to 1v5 with full items. You should assume enemies have full items aswell otherwise a lot of fed champs are hypercarries. I saw Kyuubicake get jumped 1v5 in a lane once as Akali with just a GA, boots, a gunblade and an amp tome and she pentakilled them. I have the replay but I have no idea how to upload it. | ||
starfries
Canada3508 Posts
On December 10 2011 05:23 tmtx wrote: I have a spare dota 2 key, so I might as well convert some LoL player. First one who PMs me their email gets it. Sorry for offtopic. | ||
Hynda
Sweden2226 Posts
On December 10 2011 05:30 ZERG_RUSSIAN wrote: I saw Kyuubicake get jumped 1v5 in a lane once as Akali with just a GA, boots, a gunblade and an amp tome and she pentakilled them. I have the replay but I have no idea how to upload it. I've seen renekton jus A click the other teams fountain and killed everything in his way there. I liked it when he could hypercarry | ||
JackDino
Gabon6219 Posts
On December 10 2011 05:42 Hynda wrote: I've seen renekton jus A click the other teams fountain and killed everything in his way there. I liked it when he could hypercarry There used to be a super secret prenerf morde strat to kill nexus under 10minutes, is true. | ||
Juicyfruit
Canada5484 Posts
On December 10 2011 05:23 Mogwai wrote: where did I say it was bad? I'm saying it's overrated. which is fucking true, no question. show me a post suggesting that Weapon Expertise be split into 3 points. oh wait, no one's posting that because no one has a problem with it. but they see lethality and shit their pants because of the comparison to the old mastery. all I'm trying to point out is that there are bigger fish to fry when it comes to strong offensive masteries and that talking about nerfing lethality without talking about weapon expertise is stupid. lethality only cares about crit chance. AD has nothing to do with the relative increase in damage output from lethality. take my example from last time. make it 1000 AD rather than 100 AD. that just mutiples the damage on everything by 10, which means arpen still outperforms it, even at 1000 AD and 60% Crit vs. 100 Armor. crit chance is the only relevant stat to whether lethality is any good or not, Attack Speed and Attack Damage have nothing to do with it. SO, to clarify, Lethality isn't bad, it's just that Weapon Expertise is stronger, so don't give me this shit about Lethality needs a nerf without talking about Weapon Expertise (and Archaic Mastery too for that matter). And both of these masteries are only marginally better than the 3AD from tier 1, (that costs 3 points but still). :D | ||
Mogwai
United States13274 Posts
On December 10 2011 05:47 Juicyfruit wrote: And both of these masteries are only marginally better than the 3AD from tier 1, (that costs 3 points but still). :D 1 point in Weapon Expertise outperforms 3 points in brute force even at just 100 AD vs. 50 armor. also, 1 point vs. 3 points is not something to shrug off unless the pre-reqs for the 1 pointer are legitimately a drawback. Since they aren't, it's a silly comparison at best. | ||
spinesheath
Germany8679 Posts
On December 10 2011 05:06 Mufaa wrote: It was posted a page or 2 back. And the point is because any AD is going to get the 4% crit for the 10% crit damage because there is nothing else worth taking. So what happens is lanes break early because 2 evenly skilled players who would normally just farm with minor harass/skirmishes are doing the same but now one of them will get a lucky crit and often win the lane because of it. People aren't complaining about crit runes/ashes passive and other crit abilities because they can be counterplayed and with runes you have to give something up for the crit (ad, arpen, etc). Here's what I conclude from your post: Random rare crits are unwanted earlygame because they can decide the game. 1 crit glyph (0.28%) either can't produce said unwanted crits (AT ALL, or else it would still be an issue, just in fewer games) or can be counterplayed or the has too high of an opportunity cost. Doesn't work out. As long as you have more than 0 crit during early game and lucky crits are considered a bad thing, nothing's solved. Whether you have 4% or 0.28%, there will always be a game with lucky crits. How about this: make crit damage scale. Currently, every champ has 200% base crit damage, 210/250/260/ect with mastery/IE/runes. If you started out with 150% and it would increase up to 200% at level 9 or w/e, early crits would be less of an issue. Or a scaling factor on top of your total crit damage, to also reduce the strength of +crit damage at early levels. I personally wouldn't like that btw. It increases the complexity of the basic game mechanics, which imo is bad design (just like the new jungle exp pool system). As long as there is ANY crit in the game, I don't really care if there is a free 4% for a bunch of champs. On December 10 2011 05:53 Mogwai wrote: 1 point in Weapon Expertise outperforms 3 points in brute force even at just 100 AD vs. 50 armor. also, 1 point vs. 3 points is not something to shrug off unless the pre-reqs for the 1 pointer are legitimately a drawback. Since they aren't, it's a silly comparison at best. Then again you have to spend 4 points on the rank 1 offense masteries to reach any better ones, so you can't really trade those 3 points for something else either. | ||
Juicyfruit
Canada5484 Posts
On December 10 2011 05:53 Mogwai wrote: 1 point in Weapon Expertise outperforms 3 points in brute force even at just 100 AD vs. 50 armor. also, 1 point vs. 3 points is not something to shrug off unless the pre-reqs for the 1 pointer are legitimately a drawback. Since they aren't, it's a silly comparison at best. Lol, I wasn't really being serious about it. I just find it interesting that people overstate the effect of these masteries when in fact individually they make peanut differences and it's when you add it all up that there's a very distinct effect from tree to tree. Complaining about whether something is 1 point vs 3 points is only worthwhile if there's a viable alternative in the tree to begin with. | ||
kepael
United States177 Posts
On December 10 2011 04:18 jcarlsoniv wrote: Loci looking REAL sexy like on stream. I feel like he's streaming from a speakeasy right now. Jazz in the background, a collared shirt, and his shitty webcam makes his room look like it full of smoke. These are the reasons loci should stream more. | ||
Mogwai
United States13274 Posts
On December 10 2011 05:56 spinesheath wrote: Here's what I conclude from your post: Random rare crits are unwanted earlygame because they can decide the game. 1 crit glyph (0.28%) either can't produce said unwanted crits (AT ALL, or else it would still be an issue, just in fewer games) or can be counterplayed or the has too high of an opportunity cost. Doesn't work out. As long as you have more than 0 crit during early game and lucky crits are considered a bad thing, nothing's solved. Whether you have 4% or 0.28%, there will always be a game with lucky crits. How about this: make crit damage scale. Currently, every champ has 200% base crit damage, 210/250/260/ect with mastery/IE/runes. If you started out with 150% and it would increase up to 200% at level 9 or w/e, early crits would be less of an issue. Or a scaling factor on top of your total crit damage, to also reduce the strength of +crit damage at early levels. I personally wouldn't like that btw. It increases the complexity of the basic game mechanics, which imo is bad design (just like the new jungle exp pool system). As long as there is ANY crit in the game, I don't really care if there is a free 4% for a bunch of champs agree with this post 100% I know slippery slope arguments are a logical fallacy or w/e, but when I read the crit complaints, I just can't see what would be the difference if suddenly everyone just randomly put a crit seal on their rune page to gain that random lane win every once in awhile when they luck out. or opening brawlers glove and getting 2 (WTF! HAX!) crits to win the lane via RNG. I just don't see why the points making sense to get in the mastery tree impacts the argument that early game crit ruins laning. | ||
Mogwai
United States13274 Posts
On December 10 2011 05:56 spinesheath wrote: Then again you have to spend 4 points on the rank 1 offense masteries to reach any better ones, so you can't really trade those 3 points for something else either. can we just stop this? I understand how trees work, I'm just saying that if you think Lethality is out of line for a single point, you also need to look at the 10% penetration masteries as well. | ||
spinesheath
Germany8679 Posts
On December 10 2011 06:03 Mogwai wrote: can we just stop this? I understand how trees work, I'm just saying that if you think Lethality is out of line for a single point, you also need to look at the 10% penetration masteries as well. Haha, chill. I totally agree with you too. Should have put a bunch of smilies there. | ||
Two_DoWn
United States13684 Posts
On December 10 2011 06:01 Mogwai wrote: agree with this post 100% I know slippery slope arguments are a logical fallacy or w/e, but when I read the crit complaints, I just can't see what would be the difference if suddenly everyone just randomly put a crit seal on their rune page to gain that random lane win every once in awhile when they luck out. or opening brawlers glove and getting 2 (WTF! HAX!) crits to win the lane via RNG. I just don't see why the points making sense to get in the mastery tree impacts the argument that early game crit ruins laning. I think the clear difference in each of the cases you mention (runes and items) is the trade off. There are better (ie more consistent AND mathematically better) choices than crit runes and opening brawlers gloves. You actively chose to take risk, and that can backfire horribly on you. The mastery is free though. You have no reason NOT to get it. There are no other options remotely close to comparison. In fact, the optimal page for an ad carry DEMANDS that you grab the 4% chance. So in order to optimize your character, you buy into a mastery that can straight up win you a lane based purely on RNG, with absolutely no downside. Thats the difference. | ||
Juicyfruit
Canada5484 Posts
In soloQ, that might happen once every 100 game per person, but that just adds flavor. In tournament games, that would never happen in the first place because how often do you see people commit on each other without having a large margin of confidence in themselves? | ||
Two_DoWn
United States13684 Posts
On December 10 2011 06:23 Juicyfruit wrote: I dunno... how often is a lane ACTUALLY won on 1 crit alone? I feel like that's retardedly exaggerated and you'd have to have an engagement that would end ridiculously close one way or another for it to really matter. In soloQ, that might happen once every 100 game per person, but that just adds flavor. In tournament games, that would never happen in the first place because how often do you see people commit on each other without having a large margin of confidence in themselves? Its not committing though. A single harassing shot that normally does 60~ damage at level 1 suddenly does 120. At low levels, thats a quarter of someone's health. That basically sets up the lane from that point on. And people throw autos at each other fairly consistently. That isnt commiting, its just harassing as they last hit. | ||
starfries
Canada3508 Posts
On December 10 2011 06:23 Juicyfruit wrote: I dunno... how often is a lane ACTUALLY won on 1 crit alone? I feel like that's retardedly exaggerated and you'd have to have an engagement that would end ridiculously close one way or another for it to really matter. In soloQ, that might happen once every 100 game per person, but that just adds flavor. In tournament games, that would never happen in the first place because how often do you see people commit on each other without having a large margin of confidence in themselves? I think it would actually happen more often at higher levels of play like tournaments, because at that point everyone can tell if they're going to win or lose when they engage. It's only when the matchup is very even that both people commit instead of one person just avoiding the engagement. At that point, one crit can easily swing the fight. It's true that people are more risk adverse in high pressure situations, but still the only kind of fights that break out early on are the very close ones that are decided by crits, or the one-sided ones (eg ganks) that the other person can't avoid. | ||
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