but Raudinn's + the master is pretty massive reductions of their damage.
The mastery point of crit reduction is canceled out by the mastery point of bonus crit damage, so that existing is kind of a moot point.
As for Randuins:
10% reduced crit damage is only a ~7.14% reduction in auto-attack DPS assuming IE and 50% critical strike chance.
It's 0% reduced DPS with 0% crit, and a much smaller effect for most of the game.
It's also worth pointing out
and
with
were the dominant marksman for seasons 1~3, and the AD-mages in
and
also had a really strong showing.
Most marksman are ability reliant enough that the amount of their DPS capable of critically striking is probably much closer to 50%.
Even ones that are heavily reliant on AA's like
and
tend to have potent on-hit effects that circumvent crit reductions.
With a typical 3 major item end-game build with ~50% Crit and IE, Randuin's new passive's best-case scenario is only going to reduce AA DPS by about ~3.57%, which is pretty abysmal, and you realistically aren't going to feel it much in game - if you can even feel it doing anything at all, seeing as you'd need to be able to survive ~28 auto-attacks for it to actually matter.
As for Thornmail: I'm not seeing much of a buff.
It does less damage to anyone with 167 total AD or more on Thornmail's armor, and less damage to anyone with 333 total AD or more with 200 bonus armor.
Thornmail is also still a really niche item that just isn't going to be purchased frequently and make a splash in a typical game. As a tanky DPS in top-lane vs. a Tryndamere that's obviously going to try to split-push 24/7? Not a bad item.
In most situations - there are simply better items to run with though. Vs. someone like Vayne or Kog'Maw, you're still better off getting %AS slows, as you can actually benefit your allies rather than just yourself.