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On December 12 2012 05:47 phyvo wrote:Show nested quote +On December 12 2012 04:39 sylverfyre wrote:On December 12 2012 04:22 Sabin010 wrote: The point is we're not maxing Q for damage. The damage is coming mostly from right clicks at all stages of the game, this is why black cleaver and nashor's tooth are there. This is why the runes are set to give you true damage on auto attacks vs low armour targets. We're are still going to get the utility of the passive on e and w at 9 and 13, while maxing cdr to get these crowd controls off 2 times in fights. Then just play Muramana Ezreal or Ashe. (based on whether you want mobility or CC/Utility) I've become a big fan of the build Smash discovered when trolling, but decided was awesome - Ezreal Muramana + Frozen Fist + 40% CDR. Fill with other AD items and poke/kite like a boss, while making it hard for them to engage because there are ice patches everywhere, and you have a ~5 second flash to boot. I sang praises about the muramana+FF combo on EZ when everything was only on the PBE and nothing about that build changed at all going onto live (aside from a very slight nerf). Do I get to join the super hipster club? I guess it doesn't count since I don't play ranked so I'm not even bronze, technically... =( Eh, I'm only silver too, but I really enjoy theorycrafting and game design. (I played like 20 ranked games in all of 2012, so maybe I could be better if I gave myself time to find my elo?)
Watching smash kite an enemy team with Icepatch Qs from their inhibitor turret to his own, leaving them with too little health to push the turret, (After some of his teammates died on a bad dive of the inhib turret) sealed the deal from thinking it was cute but kinda trollish, to an effective and cool (pun totally intended) build.
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Would iceborn be a good idea on kog, i wonder.
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On December 12 2012 06:24 thenexusp wrote: Would iceborn be a good idea on kog, i wonder.
Why not get Frozen Mallet instead?
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Is it true that if I have 9 ad reds and 1 ad blue I'll get 15.5 bonus ad which rounds to 16?
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On December 12 2012 06:30 Sufficiency wrote:Show nested quote +On December 12 2012 06:24 thenexusp wrote: Would iceborn be a good idea on kog, i wonder. Why not get Frozen Mallet instead?
AOE Slow vs. Single Target.
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United States47024 Posts
Malady Kog is still the most under-explored route of development for Kog.
I don't even think you have to commit to full on-hit. The insane DPS/gold of Malady is good enough for it to be good on its own, and you could transition directly back toward AD-based itemization after that.
EDIT: although after the revamp, the item's raw cost-effectiveness took a big hit (particularly given the vastly greater number of attacks needed to stack the -MR debuff). It might not be worth it--I'd have to update the math on it.
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On December 12 2012 06:32 Abenson wrote: Is it true that if I have 9 ad reds and 1 ad blue I'll get 15.5 bonus ad which rounds to 16?
If I am not mistaken, it might be rounded in the display, but for the actual calculation of DMG riot does not round.
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On December 12 2012 06:46 Keniji wrote:Show nested quote +On December 12 2012 06:32 Abenson wrote: Is it true that if I have 9 ad reds and 1 ad blue I'll get 15.5 bonus ad which rounds to 16? If I am not mistaken, it might be rounded in the display, but for the actual calculation of DMG riot does not round. That's correct. It does the damage calculation using all the fractional stats, the rounding is just for display.
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On December 12 2012 06:38 TheYango wrote: Malady Kog is still the most under-explored route of development for Kog.
I don't even think you have to commit to full on-hit. The insane DPS/gold of Malady is good enough for it to be good on its own, and you could transition directly back toward AD-based itemization after that.
EDIT: although after the revamp, the item's raw cost-effectiveness took a big hit (particularly given the vastly greater number of attacks needed to stack the -MR debuff). It might not be worth it--I'd have to update the math on it.
I really want to see what can be done with like Malady>Phage>?Wits?> Hurricane >Mallet.
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On December 12 2012 06:38 TheYango wrote: Malady Kog is still the most under-explored route of development for Kog.
I don't even think you have to commit to full on-hit. The insane DPS/gold of Malady is good enough for it to be good on its own, and you could transition directly back toward AD-based itemization after that.
EDIT: although after the revamp, the item's raw cost-effectiveness took a big hit (particularly given the vastly greater number of attacks needed to stack the -MR debuff). It might not be worth it--I'd have to update the math on it.
From my Kog spreadsheet Malady is less gold efficient for DPS than Wit's End assuming a 6 seconds of DPSing the same target even if the enemy has just 30 mres. I'm not even accounting for the fact that Wit's End gives you mres.
Mixing and matching on-hit with AD itemization has always been bad and still is.
edit: Mallet and phage are nice though.
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United States23745 Posts
On December 12 2012 06:11 Ryalnos wrote: Does Karthus' q proc muramana if it hits a single target?
Not that I'm planning on including it in my Karthus build... Yes it does.
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On December 12 2012 07:02 onlywonderboy wrote:Show nested quote +On December 12 2012 06:11 Ryalnos wrote: Does Karthus' q proc muramana if it hits a single target?
Not that I'm planning on including it in my Karthus build... Yes it does.
When you play ryze with muramana, and hit R, does it still work? Or might it actually be smart to not activate R in teamfights now?
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On December 12 2012 07:07 Keniji wrote:Show nested quote +On December 12 2012 07:02 onlywonderboy wrote:On December 12 2012 06:11 Ryalnos wrote: Does Karthus' q proc muramana if it hits a single target?
Not that I'm planning on including it in my Karthus build... Yes it does. When you play ryze with muramana, and hit R, does it still work? Or might it actually be smart to not activate R in teamfights now? It still procs muramana. Your spells are still single target, the secondary effect does not make them AoE, otherwise the spellvamp would suck.
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Rofl, and then a random Locodoco appears on Nyjackys stream, playing instead of him Evelyn mid
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United States47024 Posts
On December 12 2012 07:00 phyvo wrote: From my Kog spreadsheet Malady is less gold efficient for DPS than Wit's End assuming a 6 seconds of DPSing the same target even if the enemy has just 30 mres. I'm not even accounting for the fact that Wit's End gives you mres. That only accounts for Kog's DPS though, when the only practical scenario where you'd pick Kog with the intent of playing a build that falls off lategame would be to support a powerful magic damage source, allowing you to potentially fill a 2nd position role (otherwise you're going to play Kog aimed toward being a lategame hypercarry anyway).
On December 12 2012 07:00 phyvo wrote: Mixing and matching on-hit with AD itemization has always been bad and still is.
The idea isn't to mix and match the builds in the long run, but rather to use the powerful midgame timing of Malady to essentially "slingshot" you back onto a reliable lategame physical damage-based build.
The idea was taken from something I've seen in DotA where strong midgame timing-based builds will transition back onto lategame-focused farming items, so that in the case where the game stalls out, you can still preserve reliable lategame ability. In a vacuum, the build that's lategame-focused from the start will develop faster and more reliably, but the midgame item->lategame item transition allows you to preserve smoother overall power growth and using a teamfight/tower/objective advantage to smooth out midgame power gaps.
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On December 12 2012 06:38 TheYango wrote: Malady Kog is still the most under-explored route of development for Kog.
I don't even think you have to commit to full on-hit. The insane DPS/gold of Malady is good enough for it to be good on its own, and you could transition directly back toward AD-based itemization after that.
EDIT: although after the revamp, the item's raw cost-effectiveness took a big hit (particularly given the vastly greater number of attacks needed to stack the -MR debuff). It might not be worth it--I'd have to update the math on it. Just get all of the most cost efficient damage items. Malady + Rageblade + Nashor's Kog'Maw.
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On December 12 2012 07:43 TheYango wrote:Show nested quote +On December 12 2012 07:00 phyvo wrote: From my Kog spreadsheet Malady is less gold efficient for DPS than Wit's End assuming a 6 seconds of DPSing the same target even if the enemy has just 30 mres. I'm not even accounting for the fact that Wit's End gives you mres. That only accounts for Kog's DPS though, when the only practical scenario where you'd pick Kog with the intent of playing a build that falls off lategame would be to support a powerful magic damage source, allowing you to potentially fill a 2nd position role (otherwise you're going to play Kog aimed toward being a lategame hypercarry anyway). Show nested quote +On December 12 2012 07:00 phyvo wrote: Mixing and matching on-hit with AD itemization has always been bad and still is.
The idea isn't to mix and match the builds in the long run, but rather to use the powerful midgame timing of Malady to essentially "slingshot" you back onto a reliable lategame physical damage-based build. The idea was taken from something I've seen in DotA where strong midgame timing-based builds will transition back onto lategame-focused farming items, so that in the case where the game stalls out, you can still preserve reliable lategame ability. In a vacuum, the build that's lategame-focused from the start will develop faster and more reliably, but the midgame item->lategame item transition allows you to preserve smoother overall power growth and using a teamfight/tower/objective advantage to smooth out midgame power gaps. Are you thinking about CLG.eu's problem when yellowpete play kog, while Froggen takes farm 1 position?
But, if mid game damage is such an issue, just play mid game oriented champions, like Caitlyn, or Graves then, there are better ways of shoring up lack of midgame damage, than trying to make Kog work in midgame.
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So what's with all this talk about Miramana syndra? Why is it good on her? Answer quick plz I'm about to play Syndra.
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On December 12 2012 07:51 HazMat wrote: So what's with all this talk about Miramana syndra? Why is it good on her? Answer quick plz I'm about to play Syndra.
It adds damage for each individual ball on her ultimate. It's not good =[
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Q and ult proc it. Ult multiple times, with every sphere
I'm still not convinced it's actually GOOD on her, though. So, dunno.
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