Lethality Graph with Items

LegenDariusGaren··15 votes·4,054 views

This is the second part about Lethality. See this link for the first part: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/nUw7wuM0-lethality-for-challenjours

Now to purchasing Lethality Items. I came up with descent levels that the Lethality Items item 3142 item 3147 item 3814 are purchased. http://imgur.com/a/wzvpQ

The first chart below includes the Precsion Mastery, the second one does not. The chart to the left looks at lethality marks and quints, the one to the right looks at lethality marks only.

http://imgur.com/a/lCSRi

http://imgur.com/a/EDRBl

Now the analysis: In every case, Lethality is weaker pre 14. However, at level 14, Lethality gains the large upper hand. Since the average ADC has 88.4 armor from runes and base armor, you can get very close to dealing true damage if you run full lethality marks and quints (82.5 armor penetration at level 18). On top of that, if you get something like a item 3071 , you can easily ignore your targets armor.

So how much of a nerf is Lethality? For lethality marks and quints, its about a loss of 9 armor penetration every time you pick up a new item that increases your lethality prior to level 11. When you are not buying more lethality, then that value drops to a loss of 6-7 armor penetration, until it goes back up to 9 after purchasing another lethality item. After the enemy reaches level 11, it is closer to 4, until they even out near level 13 ish. However, you gain 15 armor penetration at level 18.

For lethality marks, its about a loss of 8-10 armor penetration every time you pick up a new item that increases your lethality prior to level 10. When you are not buying more lethality, then that value drops to a loss of 6-8 armor penetration, until it goes back up to 8-10 after purchasing another lethality item. After the enemy reaches level 11, it is closer to 4, until they even out near level 13 ish. However, you gain 12 armor penetration at level 18.

So should you take lethality runes? It depends on your play style and if you think that a loss of 8 penetration pre 11 is worth the potential gain of 15 armor penetration at level 18. Will I be taking it? Of course.

16 Comments

Sylvant2 votes

imo what Riot wanted to do was to turn flat penetration into assassin extremely stat and discourage ADC's from using it. Ofc this is especially rooted in the items changes. They did well with that they wanted to do and they pleased the vocal players who didnt like that ADC's can go out of the standard build and have a different option of stacking flat penetration, often disregarding other typical for them stats like crit and AS. Now assassins have that armor penetration stat which isnt op early game and can scale and not turn them useless in late game, while ADCs will find little use in the redesigned lethalithy items.

LegenDariusGaren1 votes

It is not that weak on some champs in the early game either, compared to flat AD. I run full pen on Garen, and I made another chart comparing his damage combo against a Darius with scaling armor runes. It is like a difference of 5 damage on his spin over 3 seconds. (Q max btw.) http://imgur.com/a/Uyxdi

Spoofghoul1 votes

Yea it's a buff

honestly Riot should do something about pen stacking though make flat pen apply before % pen Then make all percent pen (excluding champion abilities) this includes masteries armor shred and armor pen only apply to bonus armor.

Really simple change makes heavily stacking flat pen & % shred/pen very ineffective

Sire Hippington1 votes

The issue is that arpen always was a early-midgame stat used for any early powerspike that allows snowballing, and that isn't the case anymore. 15 more flatpen at lvl 18 isn't that much of a deal, especially since they lost some ad on duskblade and the AS from yomuun's that helped getting off that last AA to finish the deal. I for one find Lethality quite lackluster unless your champ can make VERY good use of duskblade, which scales directly of lethality. Especially Yomuun's feels just bad now. It's sole purpose was granting alot imidiate power. Now it doesn't do that anymore but it also doesn't scale good into late...

Lord Desert1 votes

You should include that you only rushed a ghostblade, which was nerfed because it didnt get more Lethality unlike Duskblade/EoN :D So this only shows the "worst case" ;P But still good job, i like those graphs alot (even if you still included lvl0 xD)!

LegenDariusGaren1 votes

I do include that I rushed Ghostblade. The point is a look at the lethality, not the AD. I include level 0 because that is that 40% lethality mark. At level 1, its actually 43.33% lethality.

Lord Desert1 votes

No i mean that you should say that if you didnt rushed ghostblade as the first item, but rather Duskblade/EoN then the diffrence wouldnt be as big, and you would hit the breakpoint faster :D And lvl0 only matters on paper and not in the actual game xD thats why i personaly wouldnt include it ;P But its nothing big! Oh and you may also say how much dmg increase you get if you have the extra 15pen and you shred their armor to 0 with this so people see how strong the extra 15 pen really can be lategame! Those stats would increase the clarity futher, in my eyes

LegenDariusGaren1 votes

The 15 armor pen really depends on your target. How much armor do they have, how much AD do you have? Do you have cleaver, etc. Y

Lord Desert1 votes

:D The calculation is: 100/(100+15) ~ 87% reduction aka. 13% less dmg. So if our extra 15 armorpen reduces the enemy armor to exactly 0, we get a wopping 13% dmg increase. (theoreticly we could buy an extra dirk but that is not slotefficent so we can ignore that!) And a possible 13% increase for a fullbuild assasin, just because we changed from ArPen to Lethality is decent enough for a bit weaker early/mid. Thats all you need for calcultions ;D

LegenDariusGaren1 votes

So before, without cleaver and other shreds, you got 67.4 armor pen. The average adc with base armor and runes has 88.4 armor at level 18. Now, you can get 82.5 armor pen at level 18. Before: 100/(100+88.4-67.4)=100/121=82.6% damage taken. Now: 100/(100+88.4-82.5)=100/105.9=94.43% damage taken.

Lord Desert1 votes

you are calculating the average dmg increase vs adcs, but im talking about the max. amount of increase possible :D

LegenDariusGaren1 votes

The max possible occurs when you're against a level 1 Sona.

Lord Desert1 votes

? im talking about a max increase at level 18 compared to the old arpen. And we get the most possible dmg increasefrom ArPen when we reduce the armor to 0. (40 arpen vs a target with 80 Armor is not as effectiv as 40arpen vs a target with only 40 armor)

LegenDariusGaren1 votes

It was just a joke.

Lord Desert1 votes

ah ok xD

Lord Desert1 votes

im sorry, im german, i dont understand the concept of jokes that well

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