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Make Giant's Belt Build out of 2x Ruby Crystals

NamesRHard··156 votes·6,173 views

For almost all defensive items, a Giant's Belt only builds into armor items and a Ruby Crystal only builds into magic resist items (I think Ohmwrecker is the only exception to this).

This can be punishing to tanks who typically build their first defensive item earlier in a game than other rolls when it may not yet be apparent who the biggest damage threat on the enemy team is.

Making Giant's Belt build out of two Ruby Crystals (plus a combine cost of 200 gold, keeping the total price the same) smooths out tank builds and gives tanks more early/mid game choices.

96 Comments

Saianna44 votes

How dare you trying to make tanks life easier?!

MrSexyHobo14 votes

i made a thread like this once and someone gave the arguement that it would be overpowered. mostly it just came down to not wanting to buff tanks and a lot of other bad arguments.

when you are behind its a lot harder to save 1000 gold up without losing lane than it is to save up 400, back and tp in, then save 600 for giants belt. the only thing it would be doing is helping a lane stay relevant if someone gets first blood top and then comes back with a brutalizer while you come back with 2 cloth armor and a potion and no hopes of building any hp in the forseable future

TonyTonyMordecai3 votes

So true. I feel bad when most of the GOOD health items need 1000 gold just to get the main bulk of the final price out of the way, but come on! I'm not gonna have oodles amounts of time when I don't have decent wave clear as oppose to my opponent (Wukong, Jayce, Cho'Gath... Oooohhhh.... While I like you, Wukong, Shen doesn't) who can also tough it out as they get barraged with minion attacks and even a turret attacking them! The PURE tank characters where they solely benefit from having the boatloads of health to get through the opponent(s) (or Morgana) and help shut them down. Giants Belt= recipe to start with the ruby crystal(s) to have cheaper end price OR Giants Belt= less cost/more health benefits, because the Rylai's only gives me 20 more health now as oppose to where it gave me 100 more health. I do appreciate you giving me more AP when I get it, that way I can count it as my "big damage items" when I play as a Mage. Giants Belt needs to be more cost effective, more to the health stat, or have the end items give more health, because I hate it when I get the Giants Belt and I do the math, only to find that the end item, isn't really giving too much more health than I originally thought it was. Maybe if there was a thing next to the final item's stats, once you get an item for that final item, it said how much more of a benefit there would be in getting the final item as oppose to getting some other item that was probably worth the same thing, besides maybe the unique passives making them worthwhile, but the stats are what most people need to stay on top.

Zoof2 votes

{quoted}

i made a thread like this once and someone gave the arguement that it would be overpowered. mostly it just came down to not wanting to buff tanks and a lot of other bad arguments.

when you are behind its a lot harder to save 1000 gold up without losing lane than it is to save up 400, back and tp in, then save 600 for giants belt. the only thing it would be doing is helping a lane stay relevant if someone gets first blood top and then comes back with a brutalizer while you come back with 2 cloth armor and a potion and no hopes of building any hp in the forseable future

I'm curious though, you say it's hard to save up 1k gold (which it is) but even for an adc, they have longsword which builds into like 2 useful items, neither of which you will usually rush (lifesteal/LW) out of longsword, you have pickaxe which is 875 and bf which is 1550 which both are pretty heavy investments. Like if this went through, I would want BF to be built out of pickaxe or something, to make that smoother too.

IS1a442cd69a169ed293a395 votes

{quoted}

I'm curious though, you say it's hard to save up 1k gold (which it is) but even for an adc, they have longsword which builds into like 2 useful items, neither of which you will usually rush (lifesteal/LW) out of longsword, you have pickaxe which is 875 and bf which is 1550 which both are pretty heavy investments. Like if this went through, I would want BF to be built out of pickaxe or something, to make that smoother too.

Strong ATK items are more impactful than defense. This is why the MR and AR items are getting smoothed.

NamesRHard1 votes

In my opinion the issue is less the cost of the item, but the fact that you are choosing to build armor or MR when you buy your first health item.

Some people in this thread have stated that a Giant's Belt should be considered the tanking equivalent of a BF Sword or Needlessly Large Rod. However, as soon as you build a giant's belt you've "locked" yourself into building armor (or a late game health item). Giant's Belt only builds into armor items, Warmong's and Frozen Mallet. If Giant's belt is considered a tanking equivalent to BFS or NLR, it should build into some sort of MR item.

grLKQ9ma0o2 votes

And Rylai's...

Stephenizgod3 votes

I made a sorta similar post about how Tanks are underwhelming and less efficient then the other roles, mostly due to itemization. My solution was to, instead of nerfing say ADC items, buff Tank items (make them easier to build, make them more effective for those who only build tank, add items that only benefits tanks, etc). Unfortunately most people commenting called me an idiot and said "DEN TANKS TOO HARD TO KILL"... yeah that's the point, they aren't suppose to be easy to kill, but then i guess that would make the almighty ADC's scared so that cant happen... anyways I'm glad this post is getting very cool people who understand that Tanks are not as efficient as other roles.

NamesRHard1 votes

I think the biggest issue right now preventing good tank itemization is finding ways to buff tank items without making bruisers unkillable murder machines. In my opinion making Giant's Belt build out of Ruby Crystals is a good way to do this, as it doesn't effect the power of the final items, just the ease and versatility of build paths. Of course it's not quite as simple as that. Still, I think tanks benefit much more than bruisers. Some here agree, some disagree. Good discussion on both sides though, thanks for stopping by.

Stephenizgod2 votes

Agreed this is a very good fix, that or making a new low cost item that builds into Gians Belt, but this is simpler of course. There is making bruisers unkillable and then there is making Tanks god mode invincible, neither of these are good outcomes. Still this is a very small change that can have very big outcomes, that im pretty sure wouldn't end up making tanks and bruisers too good.

Chromatic Eagle8 votes

Isn't it supposed to be the B.F Sword and Needlessly Large Rod for tanks?

Blunts Moses10 votes

No, they spoke about this before. Building defensive is more of a reaction buy as opposed to building damage which is a long-term investment in the case of items such as BF sword or needlessly large rod. For example, if you're getting wrecklessly close to dying or are actually dying in your lane, you probably want a defensive item. That's why they made chain vest and negatron cloak build out of cheaper armor/mr items: cloth armor and null-magic mantle. That's why it would also be reasonable for someone to be able to build ruby crystals into giant's belt. This is an appropriate defensive buy in reaction to true damage, in which case otherwise you would have to farm up 1000 gold to buy this which is nearly impossible if you're already dying in lane.

Pyro5 votes

No, they spoke about this before. Building defensive is more of a reaction buy as opposed to building damage which is a long-term investment in the case of items such as BF sword or needlessly large rod. For example, if you're getting wrecklessly close to dying or are actually dying in your lane, you probably want a defensive item.

Building resistances is reactive. Buying health is good against anything. Furthermore, some champions rely on their base damages and can get a lot of power through building huge items.

All Giant's Belt upgrades are those "huge items". They provide a big chunk of health and powerful effects that outmatch other tanky items. Randuin's Omen, Rylai's Crystal Scepter and Frozen Mallet give you slows, Sunfire Cape gives you a consistent damage output and Warmog's Armor is a multiplier item (scales with your total health).

Blunts Moses5 votes

Building health is effectively a resistance to true damage ( and your only option for building reactively to it ). If you're losing to Irelia, Olaf, etc I believe a giants belt (or ruby crystal) would be significantly more effective in allowing for your survival than a cloth armor/chain vest/wardens mail

SecretAgentHulk2 votes

Giant's Belt is not a reactive buy. Crystalline Bracer is what you should build if you want to reactively buy health.

AMYS GRAVE1 votes

What do you build it into Warmogs or Righteous Glory? Rightous Glory is hardly gold efficient and Warmogs needs a giants belt and it has been nerfed a few times and offers nothing aside from health. Giants belts have more build options and build into more efficient and useful items.

SecretAgentHulk3 votes

Giant's Belt is for building the tank equivalents of whatever would build out of BF Sword or Needlessly Large Rod. If you want to reactively buy health, I stand by my statement: buy either a Ruby Crystal or a straight-up Crystalline Bracer.

If you're building HP to counter true damage, absolutely buy the Crystalline Bracer. Warmog's or Glory will be your friend later on. Otherwise, be smart and buy either a Cloth Armor or a Null-Magic Mantle, and build that into a useful item.

NamesRHard1 votes

If Giant's Belt is meant to be the tank equivalent of a BF sword or Needlessly Large Rod then it should be in the build path of at least one magic resistance item. Currently if you build a Giant's Belt you can only build it into an armor item, Warmongs, or Frozen Mallet (or Rylai's).

SecretAgentHulk3 votes

I agree that it should be in the build path of an MR item. That it is not is a failure of MR items, not Giant's Belt. Personally I'd get rid of Spectre's Cowl and change

item 3102 : item 1011 + item 1033 + 1250g (or item 1006 + 1070g) item 3065 : item 3067 + item 3801 + item 1033 + 800g

IMO this is a much cleaner build for both items, cementing Giant's Belt as the BF Sword/NL Rod of tanking, and clarifying Crystalline Bracer's role as the health+regen intermediary item (as well as making my reactive Bracer buy a little more worth. I love that thing).

SeCKS Egai2 votes

[{quoted}](name=Chromatic Eagle,realm=NA,application-id=3ErqAdtq,discussion-id=99YAsLrc,comment-id=0001,timestamp=2014-12-20T18:08:46.559+0000)

Isn't it supposed to be the B.F Sword and Needlessly Large Rod for tanks?

Considering the magic res change... I think it's no longer an issue.

ImHerVoice7 votes

ungut giants belt So its not only 380 hp like a worthless sack of shit it is now..seriously 1,000 for basically half an ADC crit? Yeah good pricing on them items. Make it back to 400+

Call Me Khal6 votes

Something that helps out tanks? Sorry no-can-do we can't have that.

Kingsgrave5 votes

Buying Armor and MR is reactive. Buying Health is proactive. They don't want proactive purchases to be as easy or easier than reactive purchases.

AMYS GRAVE2 votes

buying health is a reaction to true damage like vayne or darius.

Kingsgrave3 votes

{quoted}

buying health is a reaction to true damage like vayne or darius.

Armor helps you against Physical damage. MR helps you against Magical damage. Health helps you against Physical, Magical and True damage. Health is proactive, the other 2 are reactive.

AMYS GRAVE1 votes

but if you are vs true damage what can you reactivity buy?

Kingsgrave3 votes

{quoted}

but if you are vs true damage what can you reactivity buy?

The point is: Health is always a good purchase so it cant be a reactive stat even if you buy it reactively

AMYS GRAVE1 votes

so the answer is if you are vs true damage you are just SOL for good purchases?

Kingsgrave4 votes

{quoted}

so the answer is if you are vs true damage you are just SOL for good purchases?

You still build Health reactively in this case, but it shouldn't be as easy as it is to buy Armor and MR considering Health helps you against literally everything.

Small health vs Mega health items need to be separate, so Ruby Crystal shouldn't build into Giant's Belt.

I don't know of a champion that has almost entirely True damage or has True damage that isn't supplementary. Olaf being the only real case here, where Randiuns is probably your best bet, but Randuins is your best bet against all 3 true damagers, Irelia/Olaf/Darius.

NamesRHard2 votes

Small health vs Mega health items need to be separate, so Ruby Crystal shouldn't build into Giant's Belt.

But why does "small health" only build into MR and "Mega health" only build into armor and Mega-Mega health items (Warmong's/Frozen Mallet).

If they made Giant's belt only build into Warmong's and FM and Ruby Crystal built into the rest (Randuin's, Sunfire, Banshee's, and Spirit Visage) that would make since as well. This would be a much more drastic change though and could have further reaching implications. I don't know that I'd advocate it.

Kingsgrave3 votes

{quoted}

But why does "small health" only build into MR and "Mega health" only build into armor and Mega-Mega health items (Warmong's/Frozen Mallet).

If they made Giant's belt only build into Warmong's and FM and Ruby Crystal built into the rest (Randuin's, Sunfire, Banshee's, and Spirit Visage) that would make since as well. This would be a much more drastic change though and could have further reaching implications. I don't know that I'd advocate it.

Warmogs would never be built then.

JustMyBassCannon4 votes

I forgot Riot released a champion whose main damage output was True damage.

Oh, wait, no, True Damage is always a supplement, never a focus.

AMYS GRAVE1 votes

Vayne Irelia Twitch Corki MasterYi are all designed with true damage on hit as a focus and several others with true damage actives all say hi.

JustMyBassCannon3 votes

The term "focus" seems to escape your understanding. Let me put it another way.

The majority of their damage output is going to be Physical or Magic. True Damage is always a minor additive to their damage output.

Vayne's true damage is a very small addition--about 220 per 3 basic attacks, assuming a 2k HP target--to her otherwise 100% physical kit. Same story with Master Yi and Twitch. Irelia and Corki have some magic damage mixed in, as well as their true damage, but they're still focused on physical damage. Almost every single true damage active is an execution (see, Darius, Rek'sai, Cho'gath).

The highest true damage potential champion is Vel'koz, whose passive applies a true damage proc every 3 hits with his spells. Yeah, sure, similar mechanic to Vayne, except his multi-hit spells don't deal as much per hit as Vayne's basic attacks.

True Damage is never central to a kit. It is always a supplement. What this means is that the true damage in a kit will never outpace the physical and/or magic damage in that same kit.

AMYS GRAVE1 votes

nothing is escaping my grasp. there is no reason to be condescending. let's do the math!

True Damage is never central to a kit. It is always a supplement.

you say that like it's the truth. vayne's true damage output can be wayyyy higher than 220. vayne's W: True damage: 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% target's maximum health) against tanks that have reasonably high HP that can be nearly 400 true damage every third AA

so vayne needs three AA to proc this 400 true damage nuke so against a tank with say 300 armor she will need to build up to:

400 *4 (due to physical damage reduction from armor) /3 attacks = 533 AD

to get more physical damage from those AA to be greater than her true damage. that's pretty unrealistic. so yes vayne does have a majority of true damage in her kit. that's hardly a minor additive or a supplement. her kit is focused around that true damage and it is an integral part of her character.

with a more reasonable 300 ad and max attack speed of 2.5AA/sec (which most vaynes build) that will proc every 1.2 seconds and our tank will take ~6.4 seconds to go from full health to 0 taking 2560 true damage and 1440 physical.

vaynes damage is nearly two thrids true damage at 1.7 true : 1 physical. with that in mind how can you say that true damage isn't an integral part of their kit when it's the major contribution.

JustMyBassCannon4 votes

{quoted}

nothing is escaping my grasp. there is no reason to be condescending. let's do the math!

you say that like it's the truth. vayne's true damage output can be wayyyy higher than 220. vayne's W: True damage: 20 / 30 / 40 / 50 / 60 (+ 4 / 5 / 6 / 7 / 8% target's maximum health) against tanks that have reasonably high HP that can be nearly 400 true damage every third AA

Mathematically, in order for Vayne's Silver Bolts to deal 400 true damage per hit, her target would need to have a max HP of 4250. So a very late-game Cho'gath or Mundo, sure.

2000 HP, the normal range for level 18 champions without HP items, gets 220 true damage from Vayne.

so vayne needs three AA to proc this 400 true damage nuke so against a tank with say 300 armor she will need to build up to:

400 *4 (due to physical damage reduction from armor) /3 attacks = 533 AD

Okay, so I'll just assume we have a Mundo with 4250 HP and 300 Armor. Not exactly an absurd scenario, just very specific.

Now, this level 18 Vayne has an innate 109 AD at level 18. Per attack, you are dealing 25% of physical damage, or 27.25 per hit. Per Silver Bolts proc, you're dealing about 82, plus the 400 True damage.

Bear in mind, this is a Vayne with no items whatsoever.

to get more physical damage from those AA to be greater than her true damage. that's pretty unrealistic. so yes vayne does have a majority of true damage in her kit. that's hardly a minor additive or a supplement. her kit is focused around that true damage and it is an integral part of her character.

with a more reasonable 300 ad and max attack speed of 2.5AA/sec (which most vaynes build) that will proc every 1.2 seconds and our tank will take ~6.4 seconds to go from full health to 0 taking 2560 true damage and 1440 physical.

  1. There isn't a single good player in League of Legends who will intentionally build for the AS cap. Everyone who understands how math works will know that spreading your damage increases across all the stats--AS, AD, Crit, ArPen--will grant you much more DPS than focusing on one or two of them.

  2. If that exact same Vayne has Last Whisper, Mundo's effective Armor is 195. Each attack is now dealing 102 damage apiece, without ever accounting for Crits, Tumble, Condemn or Final Hour (that +70 AD increases her damage per hit by 24 per hit. Yes, against this Mundo, it's an estimated 306 (378) physical, 400 true damage. What about the other 4 champs on Mundo's team?

vaynes damage is nearly two thirds true damage at 1.7 true : 1 physical. with that in mind how can you say that true damage isn't an integral part of their kit when it's the major contribution.

Your entire calculation ignored every possible variable that affects her physical damage output. Tumble increases the physical damage of her next shot by +50% of her total AD. Crits increase damage by +100/150% depending on if she has IE. Condemn deals physical damage. Final Hour increases her AD.

Not only that, but you were going on about this fully built tank Mundo who had over 4k HP and 300 Armor. Not about his squishy Lux mid, or his 3k HP, 200 Armor Shyvana in the jungle, or his 70ish Armor, 1900ish HP marksman of your choice.

Vayne's damage is primarily physical. The only time that her damage is more True than Physical is when her target is the team tank, she builds poorly, and never uses Tumble. Basing your entire argument on a 300 Armor target loses all traction when you remember that there are 5 champions on a team, and not all 5 are stacking Armor.

AMYS GRAVE1 votes

Okay, so I'll just assume we have a Mundo with 4250 HP and 300 Armor. Not exactly an absurd scenario, just very specific.

well we are specifically discussing tanks in this thread so ~ 4000-4500 HP with 300 armor is pretty reasonable for our discussion.

There isn't a single good player in League of Legends who will intentionally build for the AS cap.

most end game vayne builds will probably come close though. either way this will only effect the duration of the tanks life not the ratio of physical to true damage.

without ever accounting for Crits, Tumble, Condemn or Final Hour

right, i was leaving those out because it just complicates things. like alistar or malphite's abilities vs. vaynes. (hint alistar's ult reduced 80% of all non-true damage) besides with all her true damage she doesn't need physical damage output.

What about the other 4 champs on Mundo's team?

what about them? we are discussing tank vs. vayne, nothing more. of course if vayne ignores the tank they will just cc her but that's not the point. if vayne is successfully ignoring the tank then the tank has already failed at his job.

Your entire calculation ignored every possible variable that affects her physical damage output. Tumble increases the physical damage of her next shot by +50% of her total AD. Crits increase damage by +100/150% depending on if she has IE. Condemn deals physical damage. Final Hour increases her AD.

she was already killing then in 6.5 seconds, she doesn't really need those other things. but ok she uses tumble that adds 50% of one AA or ~60 physical damage. crit can be hard to account for properly but if she gets a crit on one AA that adds another ~100 physical damage condemn adds more but maxes at 370 and final hour adds 70ad to each AA.

so if she unleashes her entire kit to maximize her physical damage (for some reason) and our tank uses no damage mitigation abilities (for some reason) she gets ~500 physical damage off the top due to her abilities then has to AA for the rest her AD is now ~370 and our effective armor is ~ 200 for a damage reduction of 66% that means that our tank will die in 5.4 seconds (+ animation time for her abilities) with 2180 physical damage and 1820 true damage.

congratulations in nearly the most absurd scenario possible you barely gave vayne more physical damage than true damage. you can talk about crits more but if i want to sway this back toward true damage i just have to use my tanks damage mitigation ability (i can think of several).

Vayne's damage is primarily physical.

only true in the extreme and then it's still close.

The only time that her damage is more True than Physical is when her target is the team tank

that's what this whole thread is about.

she builds poorly,

not really

and never uses Tumble.

only adds a small amount to her physical damage.

JustMyBassCannon2 votes

{quoted}

well we are specifically discussing tanks in this thread so ~ 4000-4500 HP with 300 armor is pretty reasonable for our discussion.

Wrong on both the accounts of this argument and this discussion as a whole. The thread is discussing allowing Ruby Crystal to build Giant's Belt, which CynicalGiant already pointed out would just get any defensive players to start off by rushing RC and building their defenses from there. Our specific discussion is that True Damage is never the core of a champion's damage output. It's always an addition that deals less than their main damage type, either Magic or Physical. Yes, you can pull a fully built Tank Mundo out of your ass, tell me that he'll take more True than Physical damage, and there's a chance you'll be right, but that does not negate the fact that most of Vayne's damage is physical.

most end game vayne builds will probably come close though. either way this will only effect the duration of the tanks life not the ratio of physical to true damage.

Actually, yes it will. Because every stat except for AS is going to affect the actual physical damage of her attacks. If she's critting more often, more physical damage. If she has more AD, more physical damage. If she has more ArPen, more physical damage.

Vayne needs +212% AS (including her per-level AS at level 18) in order to hit the 2.5 AS cap. Most end-game Vayne builds involve two AS items (three if you count boots): Blade of the Ruined King and Statikk Shiv, which total +80% AS (105%). Maybe Phantom Dancers instead of Shiv for +90% AS (115%).

right, i was leaving those out because it just complicates things. like alistar or malphite's abilities vs. vaynes. (hint alistar's ult reduced 80% of all non-true damage) besides with all her true damage she doesn't need physical damage output.

Congratulations, you've named another specific champion who will take more True than Physical damage from Vayne. That doesn't change the fact that the enemy team isn't Cho'gath, Mundo, Alistar, Malphite and Rammus.

what about them? we are discussing tank vs. vayne, nothing more. of course if vayne ignores the tank they will just cc her but that's not the point. if vayne is successfully ignoring the tank then the tank has already failed at his job.

No, we are not discussing Tank vs Vayne. We are discussing the fact that Vayne's True damage is a supplement to her damage output, rather than the core of it. You can not just use the handful of champions who usually naturally build to 300-400 Armor as a cover-up for the fact that Vayne has to deal with 4 other targets who likely have 70-150 Armor instead.

she was already killing then in 6.5 seconds, she doesn't really need those other things. but ok she uses tumble that adds 50% of one AA or ~60 physical damage. crit can be hard to account for properly but if she gets a crit on one AA that adds another ~100 physical damage condemn adds more but maxes at 370 and final hour adds 70ad to each AA.

That's not accounting for them, that's saying what they do.

If Vayne is killing a target in 6.5 seconds, at an AS of 2.5, that means she has to attack them 17 times without any other part of her kit.

That means she got 5 procs of her W, or 300+40% of the target's max HP.

Using your target tank who has over 4000 HP, this would mean that more than 50% of her DPS was Physical damage, because 300 is less than 10% if they have more than 3000 HP.

so if she unleashes her entire kit to maximize her physical damage (for some reason) and our tank uses no damage mitigation abilities (for some reason) she gets ~500 physical damage off the top due to her abilities then has to AA for the rest her AD is now ~370 and our effective armor is ~ 200 for a damage reduction of 66% that means that our tank will die in 5.4 seconds (+ animation time for her abilities) with 2180 physical damage and 1820 true damage.

congratulations in nearly the most absurd scenario possible you barely gave vayne more physical damage than true damage. you can talk about crits more but if i want to sway this back toward true damage i just have to use my tanks damage mitigation ability (i can think of several).

Congratulations, you are officially not actually paying attention to what you are debating. In the most absolutely ludicrous scenario, Vayne's True Damage outpaces her Physical damage after resistances.

only true in the extreme and then it's still close.

Do your equations against an enemy Marksman, then tell me that Vayne's damage is primarily True damage.

that's what this whole thread is about.

No, this thread is not about Vayne making poor choices. It's about why Ruby Crystal doesn't build into Giant's Belt. When you brought up True Damage, I pointed out that True Damage is never the center of a champion's damage output, it will always be surpassed by their potential physical or magic damage.

You list a bunch of champions who have True Damage without really understanding the argument, and then "prove" me wrong by using the most ridiculous Vayne scenario I've seen in a forum argument since we switched from old forums to the Boards. I didn't ask for a skewed perspective of a perfectly ideal scenario with none of the variables that could negate it involved.

not really

Building for the AS cap on Vayne would take at least 4 items devoted to AS, with or without her boots. You show me a build like that, one that doesn't severely cripple her damage output compared to a good Vayne build, and I'll reconsider that statement.

only adds a small amount to her physical damage.

Every 2 seconds, plus it makes chasing easier. In case you forgot, enemy champions usually run away when being shot, making it impossible to perfectly utilize AS in the majority of real scenarios.

AMYS GRAVE1 votes

FYI: i'm trying my hardest to respond sincerely here, but you repeatedly telling me that i'm ignoring the conversation is 1) insulting and 2) false. please attempt to respond in a level-headed manner.

your first comment to me was about true damage so that is what i'm responding to. it is related to health purchases if you read the thread before you commented. the OP's post is all about health purchases on tanks (he uses the word tank 3x), so tanks buying health as a reaction to true damage is the topic of discussion. this fact seems to be a response to most of your post.

on AS: if she attacks more often she does more physical damage through her AA but she also will proc her true damage more often so the ratio is unchanged. the only way to change this ratio is to unload her entire kit (which i already did the math for and if you disagree you can do the math yourself) or to raise her AD/crit/armorpen through different items. if you want to argue vayne builds go ahead and show me what you think a good vayne build is and i'll show you a good tank and we can compare.

vayne's tumble: she gets an extra ~50 physical damage every two seconds, over the few seconds it takes to 100-0 our tank it will proc 3 times. 150 Vayne's True Damage outpaces her Physical damage after resistances.

after resistances is all that matters. that's why she is a tank buster because there is no reactive purchase to her true damage while there is a reactive purchase to her physical damage. if you need to buy health reactivly to counter vaynes true damage you have made it so that you can't build it into an armor item to counter her physcial damage meaning you have no good option for building counterplay. that is the entire point of why giants belt building out of ruby crystals would be a good thing.

JustMyBassCannon2 votes

{quoted}

FYI: i'm trying my hardest to respond sincerely here, but you repeatedly telling me that i'm ignoring the conversation is 1) insulting and 2) false. please attempt to respond in a level-headed manner.

your first comment to me was about true damage so that is what i'm responding to. it is related to health purchases if you read the thread before you commented. the OP's post is all about health purchases on tanks (he uses the word tank 3x), so tanks buying health as a reaction to true damage is the topic of discussion. this fact seems to be a response to most of your post.

The original post is about making Giant's Belt build from Ruby Crystal, like how Chain Vest and Negatron Cloak both build from Cloth Armor and Null-Magic Mantle respectively, because Health purchases are split such that Giant's Belt goes into Armor while Ruby Crystal goes into Magic Resist.

If I read the thread before what I commented (which I did), I would find that CynicalGiant, the person whose comment sparked our discussion, points out that building Armor/MR is reactive to one damage type, while building Health reacts to all damage types (except for true damage %HP, which exists on one und only von champion).

You attempted to use True Damage as a counter-point to this, because True Damage is only countered by building more Health. To which I pointed out that True Damage is never the majority of a champion's actual damage potential.

You then pull together, specifically, a poorly-built Vayne (0% Crit, 0% ArPen and 2.5 AS) dueling with a fully-built Tank Mundo/Cho'gath/Rammus/Alistar/whoever, in an attempt to tell me that, because a tank with over 4000 HP is going to take more True than Physical damage, Vayne's DPS is mostly True Damage.

I then point out that, no, Vayne's damage is not primarily True Damage, because the entire enemy team is not going to be level 18, fully-built tanks.

Which you try to brush off as an irrelevant point, simply because the origin post of this thread is about Tank itemization.

on AS: if she attacks more often she does more physical damage through her AA but she also will proc her true damage more often so the ratio is unchanged. the only way to change this ratio is to unload her entire kit (which i already did the math for and if you disagree you can do the math yourself) or to raise her AD/crit/armorpen through different items. if you want to argue vayne builds go ahead and show me what you think a good vayne build is and i'll show you a good tank and we can compare.

You are incapable of understanding. Attack Speed is the only offensive steroid Vayne can build that affects her Physical damage and True damage equally. All the others only affect her Physical damage output.

I didn't tell you to give me a tank's build. I told you to give me a Vayne build. It's amazing how you don't read what I'm saying, you read what you want and ignore the rest. You want to pretend you're insulted because I'm pointing out the holes in your argument, go ahead; it's not like you're entirely trying to ignore every valid point I've shot back at you.

On top of all this, I don't play Vayne. I know how her kit works, and it's no trouble to look up her numbers and brutally murder misinformation, but I haven't meta-built a Vayne in at least a year. But you want me to give a Vayne build that I would use, so I'll shoot for it. Berserker's Greaves, Blade of the Ruined King, Phantom Dancer, Infinity Edge, Last Whisper, Bloodthirster. 21-0-9 Masteries, AD Marks, Armor Seals, MR Glyphs, AD Quintessences.

AD = 370 (440 during Final Hour) AS = 1.862 (1.961 at max Frenzy stacks) Crit = 55% (11 out of 20 attacks on average), 250% damage ArPen = 38.9% (35% + (65 * 0.06))

For Vayne's True Damage to deal equal or greater damage than her Physical Damage every 3 hits after resistance, assuming a tank with 3000 to 4500 HP*, said tank needs at least: If 0 Crits -> 252-415 (329-523) If 0 Crits, 1 Tumble -> 320-509 (410-635)

*Lower HP requires higher Armor

...if you want me to show the math behind this, I can. But, basically, with this build, it's nearly impossible for a tank to build enough Armor such that Vayne's Physical Damage is more than matched by her True damage. I mean, look at this, she didn't even Crit, which would have made it literally impossible for her True Damage to match up. This doesn't even account for the 8% Current HP taken (3x) by BotRK, which is also Physical.

vayne's tumble: she gets an extra ~50 physical damage every two seconds, over the few seconds it takes to 100-0 our tank it will proc 3 times. 150 Vayne's True Damage outpaces her Physical damage after resistances.

after resistances is all that matters. that's why she is a tank buster because there is no reactive purchase to her true damage while there is a reactive purchase to her physical damage. if you need to buy health reactively to counter vaynes true damage you have made it so that you can't build it into an armor item to counter her physcial damage meaning you have no good option for building counterplay. that is the entire point of why giants belt building out of ruby crystals would be a good thing.

Except you're never forced to build Health when laning against Vayne. Like, ever. The one pure Health item you can expect in the lane vs Vayne is Sightstone/Ruby Sightstone.

AMYS GRAVE1 votes

Against Alistar. During his ultimate.

against vayne during her ultimate- you wanted to use actives we use actives.

So, for about 7 seconds, the rule of thumb is broken.

that's all it takes

If Vayne focuses on Alistar when he uses his ultimate.

we are comparing champions head to head, not advocating teamfight choices.

To put it very simply, the only time I buy Ruby Crystal for defence is when I know I'm going to need MR

but why does that have to be the case.

Yes, you also said, "The only way to change this ratio is to unload her entire kit."

i actually said "the only way to change this ratio is to unload her entire kit (which i already did the math for and if you disagree you can do the math yourself) or to raise her AD/crit/armorpen through different items."

don't misquote me. i'm done. if you're just going to continue to insult me and lie about what i said i'm done.

i've shown the math in painstaking detail. don't hop on a smurf and pat your own back when you haven't actually shown anything. i've shown the math you haven't. vayne without actives does more true damage to tanks than physical, and the same is true for vayne with actives taken into consideration.

JustMyBassCannon1 votes

{quoted}

against vayne during her ultimate- you wanted to use actives we use actives.

I did my math showing both with and without Vayne's ultimate activated, with and without Tumble. I left out Crits and BotRK's active and passive.

My point is not, "Hey, you're cheating using his ultimate!" It's, "Yeah, sure, Vayne will deal more True than Physical damage to Alistar during his ultimate. Before and after that, the Physical DPS is still noticeably higher, which also means her overall Physical damage will be higher than her True Damage unless this Vayne player does not know how to play the carry properly."

that's all it takes

Not to turn the majority of Vayne's DPS to True Damage. Her damage output against Alistar during that time, yes, but her overall DPS is still going to be more Physical than True Damage. Which was my argument from the start.

we are comparing champions head to head, not advocating teamfight choices.

I'm going to analyze an argument as realistically as I can, because I don't like leaving it to pure theory and math. If that rubs you the wrong way, maybe you shouldn't argue math and theory with me.

but why does that have to be the case.

Because, logically, if I need damage resistance, I'm going to think about what will be the most efficient defense increase at the time.

i actually said "the only way to change this ratio is to unload her entire kit (which i already did the math for and if you disagree you can do the math yourself) or to raise her AD/crit/armorpen through different items."

don't misquote me. i'm done. if you're just going to continue to insult me and lie about what i said i'm done.

Alright, I misread that. If it means anything to you, I withdraw that statement.

i've shown the math in painstaking detail. don't hop on a smurf and pat your own back when you haven't actually shown anything. i've shown the math you haven't. vayne without actives does more true damage to tanks than physical, and the same is true for vayne with actives taken into consideration.

Except for almost exactly how much Armor you need in an HP range of 3000-4500 to make Vayne's DPS 50/50 Physical/True damage, before accounting for Crits. If you want, I could go back and modify those numbers for the sake of Ninja Tabi, since it's pretty much universally available %DR.

You picked one tank and proved that a Vayne making a poor decision will deal more True than Physical damage to said tank during his ultimate. If you want to believe you've proven me wrong, then stop replying. Your argument should speak for itself, and you don't need to vindicate it.

If you do respond, either my minor insults woven in between valid, realistic comparisons burrowed like leeches under your skin, or you don't believe in your own argument.

NamesRHard2 votes

So if you're a tank, you have to make your first purchase reactively? How do you do that? You can guess, but if you guess wrong you are penalized more than other rolls.

For example, most ADCs can get their crit item, lifesteal item, or shiv (or sometimes even ghost blade) first item. If they make a sub-optimal decision, it will hurt them, but not nearly as much as a tank who chooses the wrong mitigation stat to buy first.

Same with mages, they can go strait AP/burst, or choose to get their regen item 1st. A sub-optimal choice does not leave them nearly as far behind as a sub-optimal defensive item on a tank.

Kingsgrave3 votes

{quoted}

So if you're a tank, you have to make your first purchase reactively? How do you do that? You can guess, but if you guess wrong you are penalized more than other rolls.

For example, most ADCs can get their crit item, lifesteal item, or shiv (or sometimes even ghost blade) first item. If they make a sub-optimal decision, it will hurt them, but not nearly as much as a tank who chooses the wrong mitigation stat to buy first.

Same with mages, they can go strait AP/burst, or choose to get their regen item 1st. A sub-optimal choice does not leave them nearly as far behind as a sub-optimal defensive item on a tank.

If you build health as your first defensive item, its impossible for that to be a bad decision because its effective against every single damage type.

grimphoenix4 votes

that is the point of this, the majority of armor items build out of belt while the majority of MR items build out of crystal, that right there is committing, you get your first big item later if you build a health crystal first, but end up taking physical damage, not to mention the fact that to build HP against AD efficiently you need to make your first B with over 1k

Kingsgrave1 votes

{quoted}

that is the point of this, the majority of armor items build out of belt while the majority of MR items build out of crystal, that right there is committing, you get your first big item later if you build a health crystal first, but end up taking physical damage, not to mention the fact that to build HP against AD efficiently you need to make your first B with over 1k

You shouldn't be able to make a no lose situation that easily though. Thats why Giant's Belt costs 1000g

NamesRHard2 votes

Every other roll has a "no lose" situation for their first item though. Say I'm ADC, I bought a first item BT when I should have bought IE, oh well, I still do damage. Same for a mage choosing between burst or mana regen. They may have sub-optimal choices, but no wrong choices.

If a tank builds armor then a mage starts getting fed (or MR and the ADC or a bruiser starts getting fed) they are set very far behind. They must either finish an item that gives them very little of the stats they need or split their build, putting them behind in gold efficiency.

Tanks are forced to guess what stat they will need first and are put very far behind if they guess wrong.

grimphoenix2 votes

and yet other roles can almost always (unless they are in extreme endgame, but that isn't really relevant to this) buy a sword, or an amp tome to keep themselves afloat in lane, so for them its a win/win already

Kingsgrave4 votes

Now that I have thought about it, its mostly the same reason Chain Vest and Negatron don't build into everything. They don't want Health stacking to be super smooth in power curve because it causes a lot of issues.

NamesRHard2 votes

Chain Vest and Negatron are not the "basic" armor or mr items, respectively though. the basic items, cloth armor and NMM, do build into every defensive item of their respective mitigation.

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