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[Champion] Sejuani - Page 8

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Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 17 2015 16:35 GMT
#141
I'll see if I can do some mastery math later today.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Gahlo
Profile Joined February 2010
United States35172 Posts
March 17 2015 18:08 GMT
#142
Penetration shouldn't really matter late game because while you do a decent amount of damage for a tank, you probably aren't dealing significant enough damage for that to be worth it. Nobody outside of Mundo should be taking perseverance, that shit is garbage. %DR and Crit damage reduction is pretty much imperative for a tank late. Literally the only thing I miss while going 9/21 instead of 21/9 come late game is Dangerous Game, but at that point I'd rather be 14/16 instead of 21/9 for it.

I honestly feel it's more of a playstyle decision.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 17 2015 18:31 GMT
#143
On March 18 2015 03:08 Gahlo wrote:
Penetration shouldn't really matter late game because while you do a decent amount of damage for a tank, you probably aren't dealing significant enough damage for that to be worth it. Nobody outside of Mundo should be taking perseverance, that shit is garbage. %DR and Crit damage reduction is pretty much imperative for a tank late. Literally the only thing I miss while going 9/21 instead of 21/9 come late game is Dangerous Game, but at that point I'd rather be 14/16 instead of 21/9 for it.

I honestly feel it's more of a playstyle decision.

Hmm, looking at a 16/14 spread, it seems to make a lot of sense. I really don't care for Havoc (l0l look at what I'm building) or Tenacious (l0l plz CC me instead of my carries).

What I have in mind
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Gahlo
Profile Joined February 2010
United States35172 Posts
March 17 2015 18:35 GMT
#144
On March 18 2015 03:31 NeoIllusions wrote:
Show nested quote +
On March 18 2015 03:08 Gahlo wrote:
Penetration shouldn't really matter late game because while you do a decent amount of damage for a tank, you probably aren't dealing significant enough damage for that to be worth it. Nobody outside of Mundo should be taking perseverance, that shit is garbage. %DR and Crit damage reduction is pretty much imperative for a tank late. Literally the only thing I miss while going 9/21 instead of 21/9 come late game is Dangerous Game, but at that point I'd rather be 14/16 instead of 21/9 for it.

I honestly feel it's more of a playstyle decision.

Hmm, looking at a 16/14 spread, it seems to make a lot of sense. I really don't care for Havoc (l0l look at what I'm building) or Tenacious (l0l plz CC me instead of my carries).

What I have in mind

Block and unyielding lose a lot of value on a jungler. You're better off getting 2 in Enchanted Armor, since you're going to be building a decent amount of resists anyway, Bladed Armor.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-17 19:50:24
March 17 2015 19:12 GMT
#145
Okay lets see what we can do here.

This is the difference between my mastery page and Wheelkings mastery page.

9/21
+5 armor +4 per nearby enemy champion
+2 MR per nearby enemy champion
-3% damage from slowed enemies
0.675% missing HP regen
10% reduced crit damage
15% tenacity

21/9
4 + 0.55 per level AD
+2 damage to minions/monsters
+6% pen
+5% damage to champs under 50%
+3% damage



So, I want to look at 3 things.

#1 - Clear speed.

#2 - How tanky you are with each page.

#3 - How much damage you do with each page.



Clear speed is the easiest, I'm gonna record how fast I hit 6 with each page, doing the same clear and same runes/items. I'll also record my HP/mana at the end of the clear.

9/21: 6:41, 875 HP 246 mana
21/9: 6:36, 850 HP 270 mana

So, as we can see, it's pretty similar. I'm willing to bet the HP/Mana differences are inconsequential and just based on how efficient I was.

The reason why the first clear is faster, but the level 6 is so similar, is because in the second and third clears you have to stand and wait at most of the camps for the respawns. This means the faster you're killing the camps, the more time you have to wait, so while 21/9 finishes the first clear faster, the difference between the first clears is larger than the difference between the first three clears.

Since you're not going to gank at the end of your first clear, you don't actually care about the timing. The reason why we worry about the clear timings is because we're worried about when our gank timing is. So it's this level 6 timing that we should be concerned with.


Post level 6 when you've got 4+ points in W, you melt camps no matter what's going on. So aside from getting to 6 5-10 seconds faster, the difference in the mastery pages actually doesn't significantly affect your clear speed.

To further illustrate that there's not much of a difference in clear speed, this is the average jungle stats for Wheelking and I from bluebaron.net. We're both D5 Sejuani jungle mains atm.

Wheelking
EXP per minute: 335.1
Gold per minute: 279.78

Ketara
EXP per minute: 342.59
Gold per minute: 262.53

So, they're pretty similar. Wheelking is getting slightly more gold, and I'm getting slightly more EXP. Probably playstyle differences and not build differences, he probably ganks more and I probably farm more. That's not just different masteries either, that's him running AD reds and trailblazer and me running Armor reds and stalkers. You'd think that with runes, masteries and items in favor of clear speed for him, I wouldn't be getting higher EXP per minute.


I am actually getting tired of this post, so I'll do damage and tankiness later ha!
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 17 2015 20:31 GMT
#146
Tried a few more games with 16/14 and it felt the best so far.
Cost efficiency aside, RG active is so nice on Sej to chase people down with Q or R. I think I managed to 3QR for a max range ulti one game and the stun was long enough for me to get into Smite range then WE for the slow/kill.

I think with her build more or less set, I just need to get more proficient at not overlapping all her slows (W E Smite).
Also managed to finish 6 items by 32 minutes in one of these games, which is unheard of for me with my other junglers.

Was a fun discussion with everyone. I'll probably move on to Zac in a few days as a secondary Cinderhulk user (per aura's suggestion). Maybe see of you there. o/
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 17 2015 20:53 GMT
#147
For teamfight damage, we can assume that Sejuani doesn't actually auto very much or very quickly, so bonus AD is having a negligable effect.

If I grab some of the numbers from the earlier post, we can see how much the pen and Havoc etc are increasing our DPS.

346.31 + 3.53% max HP going 9/21 with Abyssal. I'll pick our 92 MR example.

After Havoc and Executioner: 365.61 + 3.72% max HP.

After mpen:

21/9 219.61 + 2.23% max HP.
9/21 201.34 + 2.05% max HP

So it's roughly 9% more damage.



Next we've got to look at the tankiness. I already have the EHP values from the earlier math too hah! Yay for me! This is for 9/21.
EHP vs Phys - 12611.04
EHP vs Magic - 9400.07

So, for 21/9, we've got 26.25 less armor and 10.5 less MR.
EHP vs Phys - 11433
EHP vs Magic - 9059

So, you're about 10% tankier vs phys, and 4% tankier vs magic. If you're taking 50% phys/magic damage, you're about 7% tankier.

But that's not the whole picture, because we have to assume 3% less damage against slowed targets, and 10% less crit damage. If you're getting FH, everything is movement impaired all of the time, since the FH aura counts for that. Even when you don't have FH, lets be real you're Sejuani, shit is slowed all of the time.

Our resistances are:
Armor - 320.95, 196.1 after pen
MR - 224.55, 109.4 after pen

So we take 33.77% phys damage, and 47.75% magic damage. After Oppression, it's 32.75 and 46.31. So Oppression makes you about 1.23% tankier against 50/50 phys/magic damage. Now we're at 8.23%.

Next, how good is crit reduction? It's complicated, because it depends on how many people on their team buy crit and how much crit they have.

But lets assume that one third of the enemy teams damage late game is coming from the ADC, and that ADC has IE+Shiv for 45% crit at 250% crit damage. So 45% of the ADCs attacks are crits, and each crit is doing 2.5x damage, right.

So if the ADC does 100 attacks at 100 damage each, he's doing 6500 attack damage and 11250 crit damage. 17750 total. So about 63.4% of his damage is crits.

Lets also say 25% of the ADCs late game damage is from skills (again, depends on the ADC, this is just an example)


So ultimately about 15.5% of the enemy teams damage is coming from crits, which means that 10% less crit damage is reducing the enemy teams total damage by about 1.5%. This is again just an example, crit reduction is going to have different values in different games. But what I'm trying to show is that it's at least about as good as Oppression, and potentially a lot better.

So, if it's about as good as Oppression, we're now at 9.46%.



So, ultimately, 21/9 does about 9% more damage, and 9/21 makes you 9.46% tankier.

The thing is though, 9/21 also gives you Tenacity and HP Regen, while 21/9 is pretty much only adding damage and not really doing anything else. Also, since you're often going to be focused in fights (if you're doing it right), and most of your damage is sustained, surviving 9% longer means you'll do more damage and have more impact on the fight through CC. Based on surviving longer, I'd say that the difference in damage for 21/9 is actually some amount less than 9%.


It's a matter of preference, but IMO as far as teamfights are concerned, 9/21 is going to outperform 21/9.

The caveat here is that all these numbers are for a 5v5. They aren't for things like early/mid game 2v1's or 2v2's, where I think 21/9 will probably shine, since those situations are usually about killing people before they can get back to their tower.





So basically, these are my conclusions.

21/9 clear speed is slightly faster, but arguably negligable.

9/21 is better in 5v5 teamfights.

21/9 is better in small gank situations like 2v1 etc.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-17 21:06:13
March 17 2015 21:02 GMT
#148
As for 16/14, this is the page I'd use:

Link!
Actually, now that I look at that, Dangerous Game is probably better than Expose Weakness, but anyways.


I'm not gonna go too far into the details on that one, I'm sure its fine. But here's a comparison of what each of these pages has, ignoring the things that all three have or can have:


9/21
+5 armor +4 per nearby enemy champion
+2 MR per nearby enemy champion
-3% damage from slowed enemies
0.675% missing HP regen
10% reduced crit damage
15% tenacity

21/9
4 + 0.55 per level AD
+2 damage to minions/monsters
+6% pen
+5% damage to champs under 50%
+3% damage

16/14
+5 Armor
10% crit reduction
-3% damage from slowed enemies
4 + 0.55 per level AD
+5% damage to champs under 50%


For 16/14 vs. 9/21, you're losing Legendary Guardian and Tenacity, and gaining AD and Executioner.

For 16/14 vs. 21/9, you're gaining 5 Armor, Oppression and Crit Reduction, and losing penetration and 3% damage.

It's not as though one is strictly better than the other, it's just pretty 50/50. And Neo is right in that Tenacity is not a super desirable 21 pointer on Sejuani. It's not bad, you get it when you're already up there, but we're not really going to 21 Defense for Tenacity, we're doing it for Legendary Guardian.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 17 2015 21:08 GMT
#149
If you really wanted to get Dangerous Game, 13/17 is another possibility.

Something like:
Link!
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 17 2015 22:40 GMT
#150
Ideally I'd like to be able to have Dangerous Game, Oppression, Juggernaut, Reinforced Armor, and Evasive. Unfortunately you can't actually take all of them. So assuming you drop Evasive, that leaves you with 13/14/0 plus 3 more mastery points. That actually makes me think that 13/14/3 might work, because there isn't a super point-efficient way to spend your next 3 points in offense or defense, whereas Enhanced Recall and Scout are both pretty reasonable 1-point wonders.
What fun is it being cool if you can’t wear a sombrero?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 17 2015 22:44 GMT
#151
That's because you think 2 points Perserverence 1 point Legendary Guardian isn't efficient, which is nooooooot truuuuuuuuuuuue at aaaaaaaaaaaaalllllllllllllllllllllllllllllllllllllll.

They're both fantastic.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 17 2015 22:57 GMT
#152
I'm dubious about Perseverance. If I'm walking around mid game with half-health at 2k HP, I'm regaining 3.5 HP / 6.75 HP / 10 HP every five seconds.

I guess I prefer "big swing" masteries. Dangerous Game is the canonical example of a "big swing" mastery, and I think Enhanced Recall/Scout are similar. Perseverance means maybe lasting half a second longer in a teamfight, but that usually doesn't change the outcome of the fight either way.
What fun is it being cool if you can’t wear a sombrero?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-17 23:20:50
March 17 2015 23:20 GMT
#153
HMM, how can I convince people about Perserverence.

Okay, remember before when I did clears, this is what my 9/21 level 6 looked like:

9/21: 6:41, 875 HP

Lemme do the exact same thing, but remove the 2 points in Perserverence and see what I get.

9/21: 6:43, 750 HP

See the difference?

I actually took extra damage from krugs by accident that clear, so it's really probably only like a 50 HP difference.

But 50 HP for 2 mastery points is a lot.


Basically, unlike in top lane, as a jungler you're sub 100% HP essentially all of the time, because you're taking damage as you're clearing. So you're getting a lot of value out of Perserverence that can be kinda hard to see. I don't think it's the best thing in the defense tree, but it's certainly worth the points.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Gahlo
Profile Joined February 2010
United States35172 Posts
March 18 2015 04:01 GMT
#154
I'm thinking about moving RG up in the priority. Being able to take advantage of health boosting early and the extra engage is invaluable when teams decide to just back out of your zone of presence.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 18 2015 04:38 GMT
#155
It's true that Perseverance is almost "always on" as a jungler, but it's also true that a lot of it is completely wasted every time I recall.

Doing more damage is more useful than absorbing more damage in situations where you're racing to finish a baron/dragon/tower/crab/counterjungle expedition.

Basically if you imagine your champion on the damage <-> tankiness scale, I see masteries as a "cheap" way to slightly finetune my build towards damage, whereas items move the dial in significant and expensive chunks at a time. To get damage through items on Sejuani, I'd have to spend a minimum of 1485 gold, but to get damage through masteries is much cheaper.
What fun is it being cool if you can’t wear a sombrero?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 18 2015 11:37 GMT
#156
Perserverence isn't wasted when you recall.

If you leave the base at less than 100% HP, that regained HP still matters. If you leave the base at 100% HP, it's saving you time. If you sit around at 100% HP in the fountain, you're being inefficient.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 18 2015 16:08 GMT
#157
You cannot seriously be arguing that Perseverance has value because it helps you get out of fountain 0.25 seconds faster. By that logic not taking Enhanced Recall is basically a reportable offense.

I think we need a separate Masteries thread where we can debate proper ways to allocate points generally.
What fun is it being cool if you can’t wear a sombrero?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-03-18 16:43:28
March 18 2015 16:41 GMT
#158
Sure it's value. It's not much value but it's not nothing.

I'm not trying to argue that Perserverence is a super strong mastery, I'm arguing that it's better than being able to place wards farther like you suggested, which nobody takes ever because it's completely fucking useless.

I'd much MUCH rather have 5 Armor, 2.5 MR, and 0.675% missing HP regen than 0.5% movespeed, improved recall and ward distance, or 1.5% movespeed.


Hell, I'd rather have 5 Armor and 2.5 MR than 1.5% movespeed in general, the Perserverence points are just bonus.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 18 2015 17:06 GMT
#159
So being able to reliably place scarra wards with your mini-sightstone is "completely fucking useless", but never underestimate the power of regaining 0.1-0.4 HP per second at level 1, because that saves you up to 0.005 seconds in fountain?

I agree that Legendary Guardian is super good on Sejuani. But I am less enthusiastic about it if you are also set on Dangerous Game.
What fun is it being cool if you can’t wear a sombrero?
DrunkenOne
Profile Joined August 2012
United States302 Posts
March 19 2015 14:46 GMT
#160
What route are you guys taking on your first clear?
Yarr?
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