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Braum Guide for League of Legends. Champion guides for the League of Legends champion Braum.Created and rated by players, find the best Braum guides that will teach you which items to build, runes to select, tips and tricks for how to how to play Braum, and of course, win the game! Nov 07, 2019 Miss Fortune Guide for League of Legends. Champion guides for the League of Legends champion Miss Fortune.Created and rated by players, find the best Miss Fortune guides that will teach you which items to build, runes to select, tips and tricks for how to how to play Miss Fortune, and of course, win the game!
Lol Playing Against Health Dmg System
Hi guys(sorry 4 bad english),
You probably know the 'good old' adc build, which consists of IE (infinity edge) + PD (Phantom Dancer)+ LW (last Whisper) + BT (Bloodthirster) + berserk´s graves + guardian angel.
I decided to calculate the Effective dps, which deals this build against different types of enemy champions and compare it with other builds.
This calculation is not about cost efficiency, ONLY about the highest dps.
I counted with 4 offensive items (1 item defensive + boots (20% Attack speed)), 100 dmg at lvl 18, 1.0 attack speed on lvl 18(0.67 at lvl 0), and also with on-hit dmg from BORTK(BLade of the ruined King).
Dmg from runes and masteries (+25) is calculated too.
On - hit dmg from bortk is counted as half of 5%, because when you are hitting enemy, this bonus is scalling down parallelly with his health => average bonus dmg is 2,5% from max HP.
Effective dps i calculated using formula:
(((Base AD + Bonus AD)*(1*%no crit + Crit Dmg Modifier * % crit)) + On hit dmg)*(Base AS + Bonus AS))*(100/(100+Enemy Armor)).
So these are my results:
IE+PD+BT(stacked)+LW against champ with 100 armor, 2000 hp : 570,75 DPS
IE+PD+BT(stacked)+LW against champ with 200 armor, 3000 hp : 390,47 DPS
IE+PD+BT(stacked)+LW against champ with 300 armor, 4000 hp : 304 DPS
IE+PD+BT(stacked)+LW against champ with 100 armor, 3000 hp : 570,75 DPS
IE+PD+BT(stacked)+LW against champ with 200 armor, 4000 hp : 390,47 DPS
IE+PD+BT(stacked)+PD against champ with 100 armor, 2000 hp : 605,35 DPS (MOST)
IE+PD+BT(stacked)+PD against champ with 200 armor, 3000 hp : 403,5697 DPS
IE+PD+BT(stacked)+PD against champ with 300 armor, 4000 hp : 302,67 DPS
IE+PD+BT(stacked)+PD against champ with 100 armor, 3000 hp : 605,35 DPS
IE+PD+BT(stacked)+PD against champ with 200 armor, 4000 hp : 403,56 DPS
IE+PD+LW+BORTK against champ with 100 armor, 2000 hp : 552 DPS
IE+PD+LW+BORTK against champ with 200 armor, 3000 hp : 414,99 DPS (MOST)
IE+PD+LW+BORTK against champ with 300 armor, 4000 hp : 338,27 DPS (MOST)
IE+PD+LW+BORTK against champ with 100 armor, 3000 hp : 578,47 DPS
IE+PD+LW+BORTK against champ with 200 armor, 4000 hp : 433,87 DPS (MOST)
IE+PD+IE+BORTK against champ with 100 armor, 2000 hp : 598,39 DPS
IE+PD+IE+BORTK against champ with 200 armor, 3000 hp : 412,82 DPS
IE+PD+IE+BORTK against champ with 300 armor, 4000 hp : 320,47 DPS
IE+PD+IE+BORTK against champ with 100 armor, 3000 hp : 619,24 DPS (MOST)
IE+PD+IE+BORTK against champ with 200 armor, 4000 hp : 427,3 DPS
What I noticed:
-Classic build IE + PD + LW + BT is the WEAKEST of all 4!
So my question is, why is this build still popular?
-The strongest build against enemy adc(100 armor, 2000hp) is IE + PD + PD + BT.
That means that the second pd is better than LW! (but only against cmaps with 100 - 200 armor)
-The strongest build against enemy tank(200-300 ARMOR, 3000-4000hp) is IE + PD + LW + BORTK.
-But mostly I was surprised that the combination of IE + IE + PD + BORTK is very strong too, although many people say that building a 2 IE is stupid(because passive doesn´t stack).
You could say that this is not cost effective, but it makes very good damage against ADC and also against tanks.
What do you think about this?
Are you still think that old compination IE + PD + LW + BT is good?
But of course its possible that I miscalculated somewhere. In this case plz correct me.
You probably know the 'good old' adc build, which consists of IE (infinity edge) + PD (Phantom Dancer)+ LW (last Whisper) + BT (Bloodthirster) + berserk´s graves + guardian angel.
I decided to calculate the Effective dps, which deals this build against different types of enemy champions and compare it with other builds.
This calculation is not about cost efficiency, ONLY about the highest dps.
I counted with 4 offensive items (1 item defensive + boots (20% Attack speed)), 100 dmg at lvl 18, 1.0 attack speed on lvl 18(0.67 at lvl 0), and also with on-hit dmg from BORTK(BLade of the ruined King).
Dmg from runes and masteries (+25) is calculated too.
On - hit dmg from bortk is counted as half of 5%, because when you are hitting enemy, this bonus is scalling down parallelly with his health => average bonus dmg is 2,5% from max HP.
Effective dps i calculated using formula:
(((Base AD + Bonus AD)*(1*%no crit + Crit Dmg Modifier * % crit)) + On hit dmg)*(Base AS + Bonus AS))*(100/(100+Enemy Armor)).
So these are my results:
IE+PD+BT(stacked)+LW against champ with 100 armor, 2000 hp : 570,75 DPS
IE+PD+BT(stacked)+LW against champ with 200 armor, 3000 hp : 390,47 DPS
IE+PD+BT(stacked)+LW against champ with 300 armor, 4000 hp : 304 DPS
IE+PD+BT(stacked)+LW against champ with 100 armor, 3000 hp : 570,75 DPS
IE+PD+BT(stacked)+LW against champ with 200 armor, 4000 hp : 390,47 DPS
IE+PD+BT(stacked)+PD against champ with 100 armor, 2000 hp : 605,35 DPS (MOST)
IE+PD+BT(stacked)+PD against champ with 200 armor, 3000 hp : 403,5697 DPS
IE+PD+BT(stacked)+PD against champ with 300 armor, 4000 hp : 302,67 DPS
IE+PD+BT(stacked)+PD against champ with 100 armor, 3000 hp : 605,35 DPS
IE+PD+BT(stacked)+PD against champ with 200 armor, 4000 hp : 403,56 DPS
IE+PD+LW+BORTK against champ with 100 armor, 2000 hp : 552 DPS
IE+PD+LW+BORTK against champ with 200 armor, 3000 hp : 414,99 DPS (MOST)
IE+PD+LW+BORTK against champ with 300 armor, 4000 hp : 338,27 DPS (MOST)
IE+PD+LW+BORTK against champ with 100 armor, 3000 hp : 578,47 DPS
IE+PD+LW+BORTK against champ with 200 armor, 4000 hp : 433,87 DPS (MOST)
IE+PD+IE+BORTK against champ with 100 armor, 2000 hp : 598,39 DPS
IE+PD+IE+BORTK against champ with 200 armor, 3000 hp : 412,82 DPS
IE+PD+IE+BORTK against champ with 300 armor, 4000 hp : 320,47 DPS
IE+PD+IE+BORTK against champ with 100 armor, 3000 hp : 619,24 DPS (MOST)
IE+PD+IE+BORTK against champ with 200 armor, 4000 hp : 427,3 DPS
What I noticed:
-Classic build IE + PD + LW + BT is the WEAKEST of all 4!
So my question is, why is this build still popular?
-The strongest build against enemy adc(100 armor, 2000hp) is IE + PD + PD + BT.
That means that the second pd is better than LW! (but only against cmaps with 100 - 200 armor)
-The strongest build against enemy tank(200-300 ARMOR, 3000-4000hp) is IE + PD + LW + BORTK.
-But mostly I was surprised that the combination of IE + IE + PD + BORTK is very strong too, although many people say that building a 2 IE is stupid(because passive doesn´t stack).
You could say that this is not cost effective, but it makes very good damage against ADC and also against tanks.
What do you think about this?
Are you still think that old compination IE + PD + LW + BT is good?
But of course its possible that I miscalculated somewhere. In this case plz correct me.
Lol Playing Against Health Dmg Software
So riot has been ****ing this game up more and more with every patch.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards.
B) it's hard to counter them effectively as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot..)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions.. remove it? make it only scalable? any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards.
B) it's hard to counter them effectively as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot..)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions.. remove it? make it only scalable? any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.