[GAMEPLAY] Yasuo + Crit damage runes interaction not working with his Q crit-damage penalty
Doesn't work properly on his Q-crit modifier. I just tested a rune page with some crit damage runes with Yasuo.
These are all tested on 0 armor minions/jungle mobs with a full mastery page. Judging by how these tests went, I'm sure that the mastery page doesn't matter anyway.
Both were without IE, and with 1 Longsword to hit 65 AD (66 rounded?).
First test: no runes, just normal testing of damage
Test: 65 AD
AA: 72 normal damage, 126 crit...a normal crit should be 144 but he has the auto-attack crit modifier of -10%.
Q: 20+65 damage (85), hits for 92, crit of 126-127 again (why?) 92x2=184, should come down to 138ish if you -25%...but it went to 126 instead. The number nearly adds up if you -30% instead of -25%.
My second test with the crit damage runes was as follows:
Test 2: 65 AD
AA: 72, crit = 144...(Crit damage runes work here, on his auto-attacks) Q damage = 20+66 (86?...I guess it's some rounding intricacy here), hits for 92 on 0 armor minion/monster, crits for 142 (and if second target, crit = 137 for some reason).
Now, 92 x 2 = 184...Since his Q is 75% normal crit damage (-25%), 184 x .75 = 138...This is under normal circumstances. And the numbers added up to what I had (137ish).
However, I have +30% of crit damage in my runes (it should be 25%, but I thought the penalty was 30% so I have more than I need). Because of the runes, that 138 should be right back to normal crit damage after all calculations with the runes and Q-penalty...But the runes aren't calculated in the Q final-damage at all. Also, if you noticed the first test, his Q damage is even lower than -25% without the runes.
In short, the interactions between his Q-crit damage penalty and crit-damage runes is pretty much nonexistent. The testing without the runes yielded even more bizarre results with his Q crit being even less than it should be without the runes. However, his auto-attack crit damage DOES grow with the runes.
In any case, those runes are extremely expensive in IP (even the non-quints!), so I would appreciate a fix to this interaction. If the runes starts to work, it might help out mid Yasuo a lot more...People like playing him in toplane, bruiser more because mid Yasuo's crit penalty gets in the way of his potential for damage. IE is mandatory with or without the runes, but it makes his crits actually worth something. With the runes fixed, his mid-lane may take off if the crit-runes page build finds potential.
EDIT; pulled this from his wiki: After 333.33 AD (or 266.67 AD if Yasuo has purchased Infinity Edge) critically striking basic attacks will do more damage than critically striking Steel Tempest due to the 25% damage penalty. I never realized this, but this is kinda stupid. And another problem the runes would fix.
EDIT2: Upon re-opening this case up, his crits actually do less than normal damage now. I have +15% crit damage runes, the extra +5% ontop of the +15% should do nothing currently. However, when I autoattack, the crit turns out to be 55x2 = 110 right? No, it was hitting for 107. No masteries, runes, or armor in the way of the testing. On these tests, all I had was a Brawler's Glove. And no level ups or anything.
Q was also off. (20+55) x2 = 75 x 2 = 150 crits, -25% = 112.5...109 instead. Which is peculiar because last time I tested this stuff (some months ago), crit damage runes weren't working at all for Q.
Even BEFORE the runes, auto-attacking is nearly correct, but Q is even lower than -30% crits. (should be -25%, further reduce-able by runes)