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So, given all of the math we did in the previous page of the thread, here is, as simplistic as I can make it, current Lux guide build suggestions for 5.16:
WHICH BUILD DO I USE? + Show Spoiler +Up against an AP Assassin who can engage on you and force fights, such as Leblanc, Fizz, Kassadin, Akali, Diana, Ekko, Katarina, Lissandra? - Use the Athenes Build.
Up against a Ranged AP poke Mage with skillshots such as Orianna, Ziggs, Xerath, Viktor, Azir? - Use the Athenes build if you prefer a more aggressive early game playstyle with a stronger 1 item timing. - Use the Ludens build if you prefer a more passive early game playstyle with a stronger 2-3 item timing. (By 4 items, these two builds are functionally the same.)
Up against a champion who you cannot pressure in lane and need to prioritize waveclear such as Morgana, Galio, Twisted Fate, Cho'Gath, Master Yi? - Use the Ludens build.
Up against an AD Champion? - Use the Armguard build.
Want to play Lux support? - Use the Support build.
ATHENES BUILD ![[image loading]](http://www.liquidlegends.net/images/lol/items/8.image)
Pregame:+ Show Spoiler +Want something more aggressive early game with a weaker late game? - 21/0/9 - ![[image loading]](http://i.imgur.com/q1Pdq.png) Hybrid Pen / ![[image loading]](http://i.imgur.com/b0Cl5.png) Armor / ![[image loading]](http://i.imgur.com/dyS4h.png) MR / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Barrier vs. Assassins, Heal vs. Ranged Mages, Ignite vs. Fiddlesticks & Swain. Want something more passive early game with a stronger late game? - 21/9/0 - ![[image loading]](http://i.imgur.com/q1Pdq.png) Hybrid Pen / ![[image loading]](http://i.imgur.com/b0Cl5.png) Armor / ![[image loading]](http://i.imgur.com/dyS4h.png) CDR per Level / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Barrier vs. Assassins, Heal vs. Ranged Mages, Teleport vs. Heimerdinger Want mid game defense against an Akali/Kassadin/Diana? - 21/9/0 - ![[image loading]](http://i.imgur.com/q1Pdq.png) Hybrid Pen / ![[image loading]](http://i.imgur.com/b0Cl5.png) HP per Level / ![[image loading]](http://i.imgur.com/dyS4h.png) MR per Level / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Barrier vs. Akali/Diana, Heal vs. Kassadin Enemy team has a regen champion like Vlad/Mundo and know you need to buy a Morellonomicon later in the game? - Same as above, but take AP per Level runes instead of CDR per Level for a late game setup, since you will be capping CDR with Athenes+Morello late in the game.
Items:+ Show Spoiler + Starting Items - 1-2x Dring (preference) - 1st item Athenes - Sorc Shoes whenever appropriate
Core - 1st item Athenes - 2nd item Void Staff - 3rd item Deathcap
- You can get Mejais after Chalice here if you're super fed.
Final Items (Choose either 2 Offensive or 1 Offensive 1 Defensive)
Offensive - Ludens Echo (For Poke Damage) - Liandry's Torment (For Teamfight Damage) - Zhonya's Hourglass (Hybrid Offense/Defense) - Morellonomicon (Enemy team has a regen champion like Vlad/Mundo)
Defensive - Randuins Omen (vs. AD) - Banshee's Veil (vs. AP) - Locket/Banner (team has no MR aura item)
LUDENS BUILD ![[image loading]](http://www.liquidlegends.net/images/lol/items/3.image)
Pregame:+ Show Spoiler + - 24/0/6 (use for a stronger late game) - 21/0/9 (use for a stronger early game) - ![[image loading]](http://i.imgur.com/q1Pdq.png) Mpen / ![[image loading]](http://i.imgur.com/b0Cl5.png) MRegen per Level / ![[image loading]](http://i.imgur.com/dyS4h.png) CDR per Level / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Heal standard, Teleport vs. Morgana, TF, Galio, Cho'Gath, Master Yi
Items:+ Show Spoiler + Starting Items - 1-2x Dring (preference) - 1st item Ludens Echo
- You can get Mejais here at basically any time if you're super fed.
Core - 1st Ludens Echo - 2nd Deathcap (for farming) or Void+Sorc Shoes (for teamfights) - Sorc Shoes when appropriate (can be delayed in this build) - 3rd Morellonomicon / Athenes (Morello more offensive, Athenes more defensive) - 4th Finish Deathcap+Void
Final Item - Liandry's Torment (Offensive) - Zhonya's Hourglass (Defense vs. Armor) - Banshee's Veil (Defense vs. Magic) - Locket/Banner (team has no MR aura item)
ARMGUARD BUILD ![[image loading]](http://www.liquidlegends.net/images/lol/items/180.image)
Pregame:+ Show Spoiler + - 21/9/0 - ![[image loading]](http://i.imgur.com/q1Pdq.png) Hybrid Pen / ![[image loading]](http://i.imgur.com/b0Cl5.png) Armor / ![[image loading]](http://i.imgur.com/dyS4h.png) MRegen / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Heal vs. Ranged ADs, Barrier vs. Assassins, Exhaust vs. Zed/Yasuo
Items:+ Show Spoiler + Starting Items - 2x Dring - Armguard
- You can get Mejais here if you're super fed, but it's risky to get it before 2x Doran + Armguard.
Core - 1st Morellonomicon - 2nd Void Staff - Sorc Shoes when appropriate - 3rd/4th Deathcap + finish Zhonya in either order.
Final Item - Ludens Echo (for Poke Damage) - Liandry's Torment (for Teamfight Damage) - Frozen Heart (for Defense vs. Armor) - Banshee's Veil (for Defense vs. MR) - Locket/Banner (team has no MR aura item)
SUPPORT BUILD ![[image loading]](http://www.liquidlegends.net/images/lol/items/183.image)
Pregame:+ Show Spoiler + - 9/0/21 - ![[image loading]](http://i.imgur.com/q1Pdq.png) Hybrid Pen / ![[image loading]](http://i.imgur.com/b0Cl5.png) Armor / ![[image loading]](http://i.imgur.com/dyS4h.png) MR / ![[image loading]](http://i.imgur.com/bdrvl.png) AP - Exhaust Skill Order: Q>E>W and then either R>Q>E>W (offensive) or R>Q>W>E (defensive)
Items:+ Show Spoiler + Starting Items - Frostfang - Sightstone
Core - Frostfang - Sightstone - Forbidden Idol - Sorc Shoes
Mana Regen Item (Pick one, get first) - Morellonomicon - Ardent Censer - Mikhaels Crucible
- Don't upgrade Frostfang to FQC until you finish your mana regen item. After that you can upgrade to FQC based on preference.
CDR Item (Pick one unless you have Morello) - Banner of Command - Locket of the Iron Solari - Twin Shadows - Zeke's Harbinger
- Late game you can sell FQC for a second CDR item, but you should go to 6 items before doing this.
Damage Item (Pick one if no Morello. Pick two if Morello) - Void Staff (Highest damage) - Ludens Echo - Liandry's Torment - Zhonya's Hourglass
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Is there a place for Zeke's as the 6th item? If you're going scaling CDR runes and Lucidity boots, it puts you slightly over cap. If you're going Athene's/Morello's first, the CDR is effectively 0. Idk, just kinda seems like numbers wise it could be a strong 5th-6th item if you're safe in the back. Especially with a carry top (Ryze, Rumble, GP, etc) or long range ADC (Jinx, Trist, Kogmaw).
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As a defensive item, no. Its defensive stats are crap.
As an offensive item or a hybrid offensive/defensive item, it's a little bit more difficult.
For example, lets say we took it as an offensive item instead of Zhonyas, which is the closest available comparison.
These are our comparable AP figures:
With Zhonyas: 776 AP With Zekes (Active): 842 AP With Zekes (Inactive): 701 AP
So, for the Lux, its stronger during the 8 seconds and weaker otherwise, in both cases by about 70 AP.
The problem I think is that Lux is a poke champion, and likes to do poke damage in sieges with repeated E's. So you're going to be activating your Zekes with poke damage, and may not necessarily want to engage right then. Likewise you'll do poke damage or waveclear defensively and if the enemy team is gonna engage they can just wait out the 8 seconds.
So I'm not sure it's a good idea. I'm not even sure it's a good idea on Support Lux. I feel like Zekes is an item for supports who don't do poke damage unless their poke damage creates an engage.
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Have you looked at Banner of Command? It's not insanely good defensively, but I feel like it complements one of Lux's biggest strengths in pushing a lane really hard. You ult and fry a few minion waves promote a minion and that will force the enemy team to deal with it sooner or later.
It's *very* hard to estimate the value of the passives/effects of items apart from Locket which gives a 345hp shield, but you could play around with some numbers given logical assumptions. I'd be interested. DMP seems like a bit of a weird choice given that the staggering blow (or whatever the second passive is called) only works for melees.
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Banner of Command is acceptable if you want a hybrid Offense/Defense item vs. MR.
A lot of its strength is tied into how useful the active is in your particular team comp vs. their particular team comp for that particular game, so just looking at it with math is a little disingenuous. If you want MR and AP and CDR, its stats aren't bad at all. It's certainly better than Abyssal on her.
If you don't want CDR and don't want the active and your team doesn't need the aura and basically just want AP+Defense you may as well just get Liandry.
The DMP staggering blow only works for melees, but I believe you get the movespeed on everybody, and only goes away if you take damage, not if you're dealing damage. Since I can't actually play League here in Thailand I can't test it, I'd be interested to hear what other people think about it.
But the Randuins passives are both really ridic good. The DMP movespeed would have to be very high value to make it worth.
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I was thinking something closer to the following:
Pregame:+ Show Spoiler + - Mpen / MRegen per Level / CDR per Level / AP Runes
Items:+ Show Spoiler + Starting Items - 1-2x Dring (preference) - 1st item Ludens Echo
- You can get Mejais here at basically any time if you're super fed.
Core - 1st Ludens Echo - 2nd Lucidity Boots - 3rd Deathcap (for farming) - 4th Zeke's - 5th Void Staff - 6th Zhonya's
I was thinking of it more as a range burst mage build similar to how split push TP Diana or TP TF is played; potentially even grabbing TP to allow the early back for Doran's #2 without losing XP. Where you replace Morello's/Athene's with Zeke's. Things might need to be moved around a bit and there's potential for wanting Liandry's instead of Zhonya's. Zekes provides less CDR, but the AP hit isn't as impactful. It's a question of what the cost of running Lucidity Boots over Sorc Shoes is DPS wise (which will vary).
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On September 01 2015 11:14 geript wrote:I was thinking something closer to the following: Pregame: + Show Spoiler + - Mpen / MRegen per Level / CDR per Level / AP Runes
Items: + Show Spoiler + Starting Items - 1-2x Dring (preference) - 1st item Ludens Echo
- You can get Mejais here at basically any time if you're super fed.
Core - 1st Ludens Echo - 2nd Lucidity Boots - 3rd Deathcap (for farming) - 4th Zeke's - 5th Void Staff - 6th Zhonya's
I was thinking of it more as a range burst mage build similar to how split push TP Diana or TP TF is played; potentially even grabbing TP to allow the early back for Doran's #2 without losing XP. Where you replace Morello's/Athene's with Zeke's. Things might need to be moved around a bit and there's potential for wanting Liandry's instead of Zhonya's. Zekes provides less CDR, but the AP hit isn't as impactful. It's a question of what the cost of running Lucidity Boots over Sorc Shoes is DPS wise (which will vary).
Okay so, we can look at some numbers comparisons between this and Velociraptures Ludens build, which is the closest comparison.
+ Show Spoiler + Burst combo damage vs. squishy target Ludens Build: 2533 Geript build (Zekes Inactive): 2191 Geript build (Zekes Active): 2449
Sustained DPS Ludens Build: 372 Geript build (Zekes Inactive): 320 Geript build (Zekes Active): 361
Sustainable Harass DPS Ludens Build: 59 Geript build (Zekes Inactive): 30 Geript build (Zekes Active): 35
Time before OOM in a Teamfight Ludens Build: 34 seconds Geript build (Zekes Inactive): 30 seconds Geript build (Zekes Active): 30 seconds
So, the time before OOM in a teamfight is similar due to the flat mana on Zekes, the Ludens build wins by 4 seconds.
But the Ludens build can sustain twice as much harass damage in the siege prior to the teamfight.
The Ludens build also does about 5% more teamfight damage than these Zekes builds even when the Zekes is active, both in burst damage and sustained damage. When the Zekes is inactive it's doing about 15% more damage. You also don't get the Morellos passive, for whatever that's worth.
Given that, again, I doubt the reliability of being able to have the Zekes active up at the correct time on a Mage who will be doing constant poke damage in a siege, and given that the conventional build with Sorc shoes does more damage regardless of the situation, I think you can see how crappy Lucidity boots are.
With Zekes active you've got 100 more AP and are still doing less damage.
Note that if you increase the target MR, you have to go up to 200 before the Zekes build with Zekes active and 100 more AP even equals the Ludens build in teamfight damage, and the Ludens build in that situation is still something like 75% more efficient in harass damage.
This is also looking at full level 18 builds. The earlier in the game we are the worse Zekes+Lucidity is going to be and the better Morello+Sorc is going to be.
Just don't buy Lucidity boots on Lux ever they're terrible.
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Even as support I'd never buy Lucidity boots on Lux. I'd either buy Sorc or Mobis.
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On September 01 2015 10:49 Ketara wrote: Banner of Command is acceptable if you want a hybrid Offense/Defense item vs. MR.
A lot of its strength is tied into how useful the active is in your particular team comp vs. their particular team comp for that particular game, so just looking at it with math is a little disingenuous. If you want MR and AP and CDR, its stats aren't bad at all. It's certainly better than Abyssal on her.
If you don't want CDR and don't want the active and your team doesn't need the aura and basically just want AP+Defense you may as well just get Liandry.
The DMP staggering blow only works for melees, but I believe you get the movespeed on everybody, and only goes away if you take damage, not if you're dealing damage. Since I can't actually play League here in Thailand I can't test it, I'd be interested to hear what other people think about it.
But the Randuins passives are both really ridic good. The DMP movespeed would have to be very high value to make it worth.
I was referring more to trying to "value" the non-stat effects of the various items, though perhaps it'd be better to do some sort of Harvey Ball type thing for each one for various situations (like AP/AD heavy, tanky vs. no tank, etc.).
Liandry's is very very good right now, and I think it's almost a perfect fit for Lux given that she has two built in CC's (so she doesn't need Rylai's) and is a poke type champion. You need some insane hard engage to beat a team with a well-farmed/fed Lux.
@above: you're not counting the extra crit dmg on your AD/yasuo/GP/whatever from Zeke's though. If you want to play support Lux, build Sorc boots + Aether Wisp -> whatever
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No I'm not counting it. If you can show me how to reliably make it so you can constantly throw E poke in a siege situation and also get a good teamfight engage right when the Zekes bonus damage activates, we can look at that.
I can show some numbers of what Banner looks like vs. Liandry a little later today, I'm going to work soon.
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Okay so, Liandry vs. Banner of Command.
We'll use the Athenes build since that's probably the only one where you'd be looking to buy a hybrid defense item in Banner.
We'll also throw in Abyssal to illustrate how bad it is. I'll calculate the Abyssal aura effect on single target DPS since that's supposedly in AA range, but not for burst damage since that's usually too far away.
These numbers are assuming our Lux has Barrier and MR Runes, which is probably the situation in which you'd want a big MR item. + Show Spoiler +
Teamfight Time Before OOM Liandry: 48 seconds Banner: 40 seconds Abyssal: 48 seconds
Sustainable Harass DPS Liandry: 53 DPS Banner: 41 DPS Abyssal: 42 DPS
Teamfight Burst Damage Liandry: 1900 Banner: 1637 Abyssal: 1658
Teamfight Sustained Damage Liandry: 290 Banner: 280 Abyssal: 277
EHP vs. Magic Liandry: 4442 Banner: 4995 Abyssal: 4997
EHP vs. Physical Liandry: 6497 Banner: 6269 Abyssal: 5910
EHP vs. Mixed (50/50 split) Liandry: 5469 Banner: 5632 Abyssal: 5453
So, here's some things.
Regen wise the Liandry build can sustain 20% more harass damage and teamfight for 8 seconds longer.
Damage wise Banner and Abyssal are nearly identical in all categories, but they're both beaten severely by Liandry, which does about 15% more burst damage and about 5% more sustained damage. Those numbers are not calculating the Liandry burn at all.
Defense wise Banner and Abyssal are fairly identical vs. Magic, and both about 12% or so better than Liandry. However, Liandry is slightly better than Banner vs. Physical, and Banner is about 5% better than Abyssal vs. Physical. When you average the damage out Liandry/Abyssal are about equal and both are only very slightly behind Banner.
Conclusions: So, obviously enough Liandry beats the other two severely in damage categories. If you changed MR runes to CDR/level runes it'd be an even bigger disparity, Liandry would likely be 15% ahead at both burst and sustained damage. Switching Zhonyas for Ludens in this comparison would further favor Liandry.
For defense, Banner is superior to Abyssal even ignoring all the extra utility Banner brings to the table, so it's safe to say you should just never get Abyssal on Lux ever.
As for getting Banner over Liandry, you either need to be in a situation where you highly value the MR but not enough to get a full Banshee's Veil / Locket, or you need to be in a situation where you put enough value on the active to make it worth a significant damage decrease.
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GrandInquisitor
New York City13113 Posts
I note you specifically call out adding Expose Weakness in the Luden's build. I have heard rumblings that it doesn't work on your own damage any more - you still think it's worth taking?
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When you're going 24 offense, yes.
When you're going 21 Offense you have to choose between one of these three: Points 3+4 in CDR Points 2+3 in % bonus AP Spell+Blade Weaving
Usually you choose the Weavings for early game, the AP for late game, and the CDR is always the wrong choice.
When you're going 24 offense with a build like the Ludens build, you're building specifically for teamfights and late game and not for laning, so with the extra 3 points you can take Expose Weakness, and get both CDR and % AP. You don't want the Weavings because they're most useful for early laning and you don't give a shit about that because you're going to play passive anyway.
Doing some math on how different these different masteries are might be fun, I can do that some other time.
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So, some Mastery math.
This one's pretty simple. We'll take a standard late game Athenes build and look at how the different optional mastery points affect it.
+ Show Spoiler + Teamfight Time Before OOM 2 points % AP: 39 seconds 2 points CDR: 37 seconds Weavings: 39 seconds
Sustainable Harass Damage 2 points % AP: 64 DPS 2 points CDR: 63 DPS Weavings: 63 DPS
Burst Damage 2 points % AP: 2490 2 points CDR: 2446 Weavings: 2446
Q auto E auto combo 2 points % AP: 2076 2 points CDR: 2041 Weavings: 2058
Sustained DPS 2 points % AP: 405 2 points CDR: 412 Weavings: 406
So basically they're all really fucking similar late game.
The CDR build stays in a teamfight 2 seconds less. Sustainable Harass Damage is basically identical.
Burst damage is about 2% higher with Archmage.
Sustained damage is about 2% higher with CDR.
Normally we favor burst damage over sustained damage, and the regen values for the AP runes are very slightly higher, so late game we can say that the % AP mastery is more valuable than the CDR mastery. The Weavings are basically just the worst of the three late game.
Now lets look at early game stuff. I'm gonna look at a normal level 6 with the same build.
+ Show Spoiler + Laning Time Before OOM (3 E's per minion wave) 2 points % AP: 96 seconds 2 points CDR: 96 seconds Weavings: 96 seconds
Sustainable Harass Damage in lane 2 points % AP: 4 DPS 2 points CDR: 4 DPS Weavings: 4 DPS
Burst Damage (0 autos) 2 points % AP: 538 2 points CDR: 536 Weavings: 536
Burst Damage (1 auto) 2 points % AP: 651 2 points CDR: 648 Weavings: 652
Q auto E auto combo 2 points % AP: 440 2 points CDR: 439 Weavings: 445
Sustained DPS 2 points % AP: 73 2 points CDR: 73 Weavings: 75
So here the regen values are identical.
Burst damage on a zero auto combo is 0.5% higher with AP.
Burst damage on a combo with an auto at the end is just barely higher with Weavings than it is with AP. Most combos at level 6 you get the auto at the end.
The Q auto E auto combo which is sort of your laning combo is 1.25% higher with Weavings.
Sustained damage is just under 3% higher with Weavings.
So you can see how early game the Weavings are having the biggest impact. The lower the level, the more impact the Weavings have, at level 2 the disparity in the Q auto E auto combo is more like 2%.
You can also see that while it's by an incredibly small amount, the AP masteries are better than the CDR masteries early game. Since they're very slightly better late game, but also very slightly better early game, you should always be taking the % AP mastery over the CDR mastery.
So, what I said in the post above is correct (ha!) If you want early game you go with Weavings, if you want late game you take % AP, you never go 4 points CDR on 21 offense. On 24 offense you can get two of the three but you're usually playing for late game there so you go CDR + % AP.
A final thing that I want to look at is Feast, because people regularly are surprised that I take Feast on Lux. They shouldn't be.
We're gonna look at how Feast affects these early game values.
+ Show Spoiler + Time before OOM (3 E's per minion wave) With Feast: 96 seconds Without Feast: 92 seconds
Time before OOM (2.5 E's per minion wave) With Feast: 178 seconds Without Feast: 163 seconds
Time before OOM (2.25 E's per minion wave) With Feast: 309 seconds Without Feast: 266 seconds
Time before OOM (2 E's per minion wave) With Feast: 1162 seconds Without Feast: 721 seconds
Sustainable Harass DPS in Lane With Feast: 4.3 Without Feast: 4
HP Regenned per second from Feast With Feast: 0.5 Without Feast: 0
So, why is this a big deal?
First of all, if you're using less than 3 E's per minion wave the amount that you can stay in lane longer is tremendous. With this build you're probably going to be doing somewhere between 2.25 and 2.5 E's per minion wave, and it's going to let you stay in lane for an entire extra 30 seconds.
And second of all, during this time you're going to regen a ton of HP. If you stayed in lane for lets say 270 seconds (9 minion waves, basically one back between dragons), Feast would regen you 135 HP. So essentially on top of this mana regen, it's giving you an extra potions worth of HP on every back.
This is also true for the initial lane, where you're gonna get maybe 30-40 CS or so before backing, and Feast will give you about as much regen as another potion. If you start with the equivalent of Dring + 3 potions and your opponent mid starts with Dring + 2 potions, that is literally enough to potentially win you the entire lane right there, and maybe the whole game. It's difficult to understate the amount of impact something like that has at level 1.
At the very least it is going to give you an advantage in lane which should likely be worth enough gold over time to make up for not getting the CDR masteries.
And in all of these calculations we are completely ignoring Butcher, which may get you another one or two CS that you would have missed. That's not significant but it's not nothing.
Feast is pretty good.
It's way better than getting 2 more points in CDR which gives you essentially nothing early game, and late game has no impact on burst and only 2% better sustained damage.
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So, a little bit of math on support Lux items.
I want to look at how much AP the passive damage is worth on FQC.
FQC adds 15 damage to an E, and presumably 45 damage to a combo.
So this is as much as 25 AP on an E, and 20 AP on a combo. Since it doesn't help your shields, I can say it's roughly worth 15 AP.
If we compare this to a Twin Shadows which is IMO about the closest comparable item, if you were to buy Frostfang, then sell it for Twin Shadows, that would cost 2919 gold total. For a similar cost you could get FQC + a Blasting Wand, and have about 105 AP vs. 80 and 50% mana regen vs. 0, while retaining the gold generation.
So selling Frostfang for another item is probably kinda silly.
However, I think upgrading Frostfang to FQC quickly is also kind of silly. Doing so doesn't increase your mana regen or gold generation. You pay 1335g for 40 AP, 10% CDR and the active. Fiendish Codex is 820g and gives 30 AP and 10% CDR, and can build into other things, so you're really paying 515g for 10 AP and the active. 10 AP is only worth 200g.
So you're really paying 315g for the FQC active. It's not a fantastic active. Getting another item faster is probably a better deal. If you got a Forbidden Idol first for the regen like you should, and then spent that 315g into upgrading said Idol into a Morellonomicon, that route you're getting 50 AP and 50% mana regen for 880g, which is like a 1300g value. Or if you went for an Ardent Censer, you're spending 680g for 10 AP, 50% mana regen, 8% movespeed and the Ardent Censer passive. Either of these options appear to be gold efficient.
Given this, I'm going to add a support build to our above updated guide post and I'd love it if people could try it.
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Okay the makeshift guide at the top of this page is now current and updated, and linked to in the OP.
I can't test this shit anymore, so if anybody is playing Lux games, please post what you think about this stuff in the thread so I can go over it. Post game screens and replays or whatever would be great.
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You said I could take you up on the question of Lucidity boots vs Sorcs on Lux. Out of curiosity, how much more damage would Sorcs do over Lucidity boots? For the sake of argument, lets say they're running the same rune pages without cdr and same masteries with the flat 5%cdr. With roughly the same 3 item build, Morellos, Deathcap, Void Staff, and respective boots. For the sake of argument, lets say the enemy has 30mr and 100mr. If it makes big enough of a difference we can switch Void for Luden's.
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Sure we can do that.
Here's some numbers.
Vs. 30 MR (lowest possible):+ Show Spoiler + Teamfight Time Before OOM Pen Boots: 50 seconds CDR Boots: 37 seconds
Sustainable Harass Damage Pen Boots: 43 DPS CDR Boots: 38 DPS
Burst Damage Pen Boots: 2309 CDR Boots: 2048
Sustained Damage Pen Boots: 321 CDR Boots: 345
Vs. 42 MR (MR runes / Locket aura): + Show Spoiler + Teamfight Time Before OOM Pen Boots: 50 seconds CDR Boots: 37 seconds
Sustainable Harass Damage Pen Boots: 41 DPS CDR Boots: 36 DPS
Burst Damage Pen Boots: 2197 CDR Boots: 1923
Sustained Damage Pen Boots: 308 CDR Boots: 327
Vs. 55 MR (An MR item / Runes + Locket aura): + Show Spoiler + Teamfight Time Before OOM Pen Boots: 50 seconds CDR Boots: 37 seconds
Sustainable Harass Damage Pen Boots: 38 DPS CDR Boots: 33 DPS
Burst Damage Pen Boots: 2043 CDR Boots: 1803
Sustained Damage Pen Boots: 290 CDR Boots: 310
Vs, 100 MR (Tanky target): + Show Spoiler + Teamfight Time Before OOM Pen Boots: 50 seconds CDR Boots: 37 seconds
Sustainable Harass Damage Pen Boots: 31 DPS CDR Boots: 28 DPS
Burst Damage Pen Boots: 1643 CDR Boots: 1484
Sustained Damage Pen Boots: 244 CDR Boots: 265
So, here's our results.
Pen boots can stay in a teamfight 35% longer.
For Harass damage: At 30 MR - Mpen +13% At 42 MR - Mpen +14% At 55 MR - Mpen +14% At 100 MR - Mpen +11%
For Burst damage: At 30 MR - Mpen +13% At 42 MR - Mpen +14% At 55 MR - Mpen +13% At 100 MR - Mpen +11%
For Sustained damage: At 30 MR - CDR +7% At 42 MR - CDR +6% At 55 MR - CDR +7% At 100 MR - CDR +8%
So as we can see, Pen boots are 11-14% better at burst and harass damage, and can stay in a teamfight 35% longer, while CDR boots are 6-8% better at sustained damage.
In general we tend to prioritize Burst damage 1st, Harass damage 2nd and Sustained damage 3rd I'd say. This can potentially change based on the game, but it's a good generalization.
Now, if you want to dig a little deeper into that sustained damage figure, lets look at the 30 MR figure. Assuming no harass damage at all, Mpen does 261 more burst damage, while CDR does 19 more sustained damage.
This means that CDR doesn't start doing more damage until 14 seconds into the fight. Since after 37 seconds the CDR runs out of mana, you can functionally say that even for sustained damage, CDR is only better at fights that last between 14 and 37 seconds, while Mpen is better at fights 1-14 seconds and 37+ seconds.
For every 4 seconds of E harass prior to the teamfight, that gap closes by another second in favor of Mpen. So if there's 12 seconds of harass prior to the teamfight, CDR only performs better at 17-37 seconds.
As you can see, Pen boots are much better in all categories but sustained damage, where they are arguably about the same.
This math doesn't touch at all on one of the primary reasons why CDR boots are bad though, which is that you can get CDR runes but you can't really get Mpen runes.
If you wanted to do a more accurate comparison of how good Mpen boots are, you'd do Mpen boots + CDR/level runes vs. CDR boots + AP/level runes. In that comparison the Mpen boots would also be performing better at sustained damage, because the CDR would be the same for both builds, but 15 Mpen outdamages 27 AP.
Or if you wanted defensive runes, MR boots + CDR runes would give you 15% CDR, 25 MR and Tenacity, while CDR boots + MR runes would only give you 15% CDR and 12 MR.
Basically, in order for CDR boots to be good, you either A - have to have a kit that places very low value on Mpen (Lulu), or B - you have to have some reason why it's difficult to get CDR elsewhere in your item build (Viktor). Potentially both of these things need to be true, actually.
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Wow, that's a surprising amount of extra damage. I would've imagined it to be less than 10%+ with Void Staff in the inventory. I assume the time it takes to run out of mana is calculated by spamming all your spells on CD? Also, how did you calculate the DPS and sustained damage?
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