Is Status Chance But Better Than Dmg

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Is Status Chance But Better Than Dmg Free

Is Status Chance But Better Than Dmg

Dec 01, 2017  A critical hit/spell lands for 50% more dmg. So with 100% crit chance, you get 50% more damage. 50% crit means 25% more dmg, on average. Latest status of crit vs dmg, which is better. So in this very simplified example 129 Spell damage is better than 3.8% crit. Besides the obvious status thing, let's go further. It's rather unrealistic to only expect those two mods on and come out with a veritable conclusion that +damage is better on rivens over +multishot. We can take that same argument, but add a Serration to the mix. Now you get this: No riven: 1325 +100% DMG: 1825 +100% MS: 1855. Jul 11, 2010  2. Critical Damage and chance stack ADDITIVELY, as in, 2 Phantom Dancers would give me +60% crit chance, and +10% crit dmg from masteries and +50% from infinity edge would give me +60% crit dmg. This is the one I am not sure of. Crit damage increases the TOTAL dmg from a critical hit, not just the +100%. Sep 08, 2017  The Arca Plasmor on the other hand, shoots one plasma shots and that's the only chance you'll proc your status. So I think it's really better to mod it with a mix of crit and status than going.

Is Status Chance But Better Than Dmg Game

Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. chance or crit. damage either.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though:
Armor Penetration
The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there.
Critical Chance
This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes:
Against 18 armor: 6.8% damage increase
Against 70 armor: 4.72% damage increase
Against 100 armor: 4% damage increase
With IE against 70 armor: 7% damage increase.
With IE against 100 armor: 6% damage increase.
Critical damage
The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix:
18 armor, 8% crit. chance: 1.49% damage increase
70 armor, 50% crit. chance: 6.49% damage increase
70 armor, 70% crit. chance: 8.85% damage increase
To sum up:
Best early game rune: Armor Penetration.
Worst early game rune: Critical Damage, by far.
Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal.
Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122).
Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.

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