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Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content.
Thanks. Happy Gaming. |
On February 25 2012 05:52 Mogwai wrote:Show nested quote +On February 25 2012 05:51 Jaso wrote: So I have ~2k IP... wanna buy some runes.
What do you guys think of Crit Chance reds? I have most of the standard runes, so now I'm looking to buy more runes for niche roles. crit chance runes are cheesy. they're not worth running on anyone really. You say that, but crit reds are hella good on gp top and are a viable option on any jungle you are going to be opening vamp cepter with (gp, nocturne)
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I like Two_Down's argument for taking at least one Crit% red. I've been meaning to add one to my relevant rune pages.
As for running them in general I'm not sure. Crits have strong psychological side effects that can give you big advantages while laning. They also can create advantageous situations which lead to kills. The biggest downside is they can sometimes screw with your attempts to last hit under a tower.
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On February 25 2012 06:09 Two_DoWn wrote:Show nested quote +On February 25 2012 05:52 Mogwai wrote:On February 25 2012 05:51 Jaso wrote: So I have ~2k IP... wanna buy some runes.
What do you guys think of Crit Chance reds? I have most of the standard runes, so now I'm looking to buy more runes for niche roles. crit chance runes are cheesy. they're not worth running on anyone really. You say that, but crit reds are hella good on gp top and are a viable option on any jungle you are going to be opening vamp cepter with (gp, nocturne) I've been thoroughly underwhelmed with my forays into crit runes on GP and I'm 100% sure that attack speed reds will yeild consistently better jungle times and HP pools than crit reds
EDIT: I think 1 Crit Glyph is hilarious btw. dat 0.4% crit chance gonna randomly win you a lane sometime, lol.
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Winning lanes through RNG is bad and you should feel bad.
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Roffles
Pitcairn19291 Posts
On February 25 2012 06:41 HazMat wrote: Winning lanes through RNG is bad and you should feel bad. Worth it just to see how bad people tilt after you crit them.
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I think we should take that argument to the extreme. suppose you had a choice between a rune that would add 0.0002% crit chance and a rune that would add 0.00024 attack damage. You would take the crit rune, right, because because the chances of the ad rune benefiting you are so marginal? How far can you salami slice this up? There's no particular reason why another crit rune like this wouldn't be better than 0.00024 ad. How high do the values need to go before you switch to 'normal' valuation? Show your math.
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I fucking hate GP tops with crit runes...
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On February 25 2012 06:48 UniversalSnip wrote: I think we should take that argument to the extreme. suppose you had a choice between a rune that would add 0.0002% crit chance and a rune that would add 0.00024 attack damage. You would take the crit rune, right, because because the chances of the ad rune benefiting you are so marginal? How far can you salami slice this up? There's no particular reason why another crit rune like this wouldn't be better than 0.00024 ad. How high do the values need to go before you switch to 'normal' valuation? Show your math. I'd take crit just so I could go buy lottery tickets when I procced a crit.
Next question.
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Meh, I think 1 AD will win you the lane just the same amount of times whatever %crit will win you the lane, if not more, you just won't notice it because the effect is so small and over a long time. However the times you get the crit versus the times it actually makes an affect in the lane are so small i mean really.
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it's supposed to be an argument against the crit
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On February 25 2012 06:57 UniversalSnip wrote: it's supposed to be an argument against the crit And suddenly you see the error of your ways. Come to the Down's side.
Req's signature is around here somewhere.
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On February 25 2012 06:48 UniversalSnip wrote: I think we should take that argument to the extreme. suppose you had a choice between a rune that would add 0.0002% crit chance and a rune that would add 0.00024 attack damage. You would take the crit rune, right, because because the chances of the ad rune benefiting you are so marginal? How far can you salami slice this up? There's no particular reason why another crit rune like this wouldn't be better than 0.00024 ad. How high do the values need to go before you switch to 'normal' valuation? Show your math.
the argument for taking a crit rune over an ad is that not having the ad rune would not but enough to lose anything meaningful (miss a kill, not be able to trade well enough, miss last hitting breakpoints) while the crit rune will every once in a while will give you enough power to do something meaningful. you cant really math out this argument because it is all about reaching certain break points and not about what gives you the highest expected damage or most ehp or fastest clear. its not a calculable value and the only way to math it out would be to look at a bunch of sample games.
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I remember a lot of GP's running crit quints, armor pen reds, armor yellows, MR/lvl blues. With the old crit mastery it was 10% crit. Crit lvl 1with parley. SUP HEALTH, NICE KNOWING YOU. D:
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Well, just bought 6 crit reds lol. Time to trololol people's HP bars with GP.
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The thing is, crit is more noticeable. We as humans dont' recognize the time in which if we didn't have that +1 ad per auto attack, that kills someone.
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On February 25 2012 07:16 wei2coolman wrote: The thing is, crit is more noticeable. We as humans dont' recognize the time in which if we didn't have that +1 ad per auto attack, that kills someone. The real question is how often do you hit your lane opponent? Probably not that many times. So it isnt as though the +1 ad is actually benefiting you all too terribly much compared with the possibility that you could, in fact, crit.
Then you ask the follow up- how many times do you let someone get away with below 20 hitpoints? Not that often. So it isnt as though 1 ad is actually helping you in burst engages either.
I mean, if we still had free crit I wouldnt advocate a crit rune. However, starting the game you cannot crit until you either a) spend money, or b) drop a rune. The trade off is CLEARLY in favor of spending a rune if you look at it that way.
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you guys are all getting it wrong
the reason any number of crit runes (be it 1 crit blue, or all crit quints + reds) is good is because when you DO get a crit, your opponent is required by the unwritten laws of LoL to stop laning for a second and type "/all wow real rng are you running crit runes crit more plz lol noob" and you can kill them during that time period
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On February 25 2012 07:22 gtrsrs wrote: you guys are all getting it wrong
the reason any number of crit runes (be it 1 crit blue, or all crit quints + reds) is good is because when you DO get a crit, your opponent is required by the unwritten laws of LoL to stop laning for a second and type "/all wow real rng are you running crit runes crit more plz lol noob" and you can kill them during that time period There's that too.
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On February 25 2012 07:20 Two_DoWn wrote:Show nested quote +On February 25 2012 07:16 wei2coolman wrote: The thing is, crit is more noticeable. We as humans dont' recognize the time in which if we didn't have that +1 ad per auto attack, that kills someone. The real question is how often do you hit your lane opponent? Probably not that many times. Mmmmmmmmmmmmmmmmmmmh no. In a lot of match ups you'll hit and get hit a lot, especially top.
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On February 25 2012 07:24 mr_tolkien wrote:Show nested quote +On February 25 2012 07:20 Two_DoWn wrote:On February 25 2012 07:16 wei2coolman wrote: The thing is, crit is more noticeable. We as humans dont' recognize the time in which if we didn't have that +1 ad per auto attack, that kills someone. The real question is how often do you hit your lane opponent? Probably not that many times. Mmmmmmmmmmmmmmmmmmmh no. In a lot of match ups you'll hit and get hit a lot, especially top. You trade 3-5 hits then pop a pot. Your looking at like 5 damage difference per skirmish. But either way, the MORE you hit your opponent, the better the chance you crit them, the more you justify the rune.
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