Just one case of the disparity between damage and defensive items

LordGeovanni·5/11/2018, 10:03:07 PM·1 votes·1,182 views

item 3065 Health 1200 + Magic resist 990 = 2190 Effective combat stats Health 1200 + Magic resist 990+ Health regeneration per 5 seconds 720 + Cooldown reduction 266= 3176 Stats without passive

item 3165 Health 800 + Ability Power 1740 = 2540 Stats without passive Health 800 + Ability Power 1740 + Magic penetration 270 = 2810. Effective combat stats without passive.

You can do this with nearly every ap and ad item and the damage item will come out on top nearly every time unless its based on being a support item with weak stats but actives and passives or maybe item 3124 . Morellos is more combat effective building ap helps you get gold through farming and kills while building magic resist and hp doesnt until you build item 3748 or you one of the few champions that have Damage scaling off of your own max hp. then it CAN do that but usually only for one ability on a long cooldown. Magic resist like armor is less effective for every 100 points you buy unlike ap. 20 ap will give you the same scaling as it does after 100 ap as it does after 300 ap. while 25 magic resist will give you less damage reduction versus magic damage every 100 magic resist you build making the first 100 points of Magic resist most valuable and most people reach 70-80 magic resist just through level scaling same for armor. tank items are loaded up with useless in fight stats that make up their gold value same with bruiser items while health isnt useless its less useful than damage without being at least base tanky enough and having enough lifesteal or allied healing (that all gets pumped onto adcs and bruisers dont get any in this meta) while every bit of the damage you build will always have the same output.

I normally dont ever go this much into detail about gold because I know that the items are more infavor for damage than they are defense and because its tireing. This is why all the tank items are cheaper but at tanks Have to build defense versus physical damage magic damage and true damage but arent allowed to tank more than 4 seconds because they easily have more than 4k gold value disparity in their just from getting the max amount of stats not even caring how thing react with each other and Bruiser have it worse because they have to build defense versus Magic damage physical damage true damage and have to build their own damage.

Edit explination of how the returns are diminishing

In reality even though item 1033 will always give 25 magic resist, the damage reduction versus magic damage diminishes thus every point above 100 magic resist. If the first 100 armor/ magic resist because they negate 50% damage of their type this is 100% efficiency they are worth 2000 gold and 1800 gold respectively then the second 100 armor/ magic resist at 200 armor/ magic resist are worth 34% of the original amount because they then negate 17% additional damage of their type with a worth of 740 gold and 666 gold respectively and at the 3rd 100 armor/ magic resist at 300 armor/ magic resist are worth 16% of the original amount because they then negate 8% additional damage of their type with a worth of 160 gold and 144 gold respectively.

21 Comments

VoraciousX5/11/2018, 10:22:19 PM4 votes

item 3165 costs 200 gold more, and is 100.22% cost efficient without it's passive(also item 3165 is an assassin item now, most mages are not bulding it unless they're forced to through need of grievous wounds). item 3065 is cheaper and is 104.88% cost efficient without it's passive. [sg-lux-2]

If you want 200 Magic Resist to resist 100% of magical damage, you're insane. 218 magic resist currently resists 68% of magic damage without item 3135 . With item 3135 it would reduce it to 28%, meaning over a quarter of your damage is ignored, and tanks still have massive health bars. If you're saying tanks need to be able to tank through both AD and AP with good effect without having any possible way to fight them, then you're also insane, as that'd introduce a new tank meta. If you're going to build item 3748 , btw, most tank players build it FIRST, so "until you build item 3748 " doesn't really hold water. Also item 3077 and item 3748 help with farming way better than item 3165 ever will.

I'm not really sure what exactly you're trying to say.

Crett5/11/2018, 10:23:46 PM2 votes

doesn't help that true damage and penetration are about to go nuts. conquerer+last whisper+infinity edge. assassins are about to stand far more of a chance of killing tanks on their own than ever.

that being said, tanks as they are_ right now_ don't need to be tankier. not while all champs in general are being blasted like tissue paper. wouldn't be good for the game to just buff tank items, it would just be polarizing (not to mention possibly making them mandatory). they need something else.

i strongly believe it all lies in adjusting how damage works in general throughout the entire system and how much of it is in different parts of the game. it's not very fun to spend thousands of gold on armor and have it's value halved or worse by true damage and penetration. and at the same time, yeah there should be an answer for tanks. i think it's a problem with the game's current format personally. i'd definitely prefer to have teamfights last longer (as in maybe less explosions of ults and CC ending fights in 2 seconds). it's a good starting point imo.

marksmen are about to get even more polarizing towards them, so i don't feel great about the current direction, though... **i still believe the game will be fun. **

maybe my problem is what i personally am looking for in league, but that's another conversation. i know i'm biased, but i also know the game could be less frustrating, and it most certainly isn't moving away from the patterns that make it that way.

that being said riot's looking at a couple new fighter items, check out the red tracker.

Crett5/12/2018, 1:11:58 AM1 votes

Wait hold up, i didn't read that part in the middle about the diminishing returns, i have something to say about that (and this is why you're getting people disagreeing with you)

Each % of damage reduction is more valuable than the last. At say, 98% damage reduction, you're taking 2% of incoming damage. at 99% you're taking 1%. that's actually twice the mitigation. the formula is intended to give you 1% more effective health against that damage type per point of armor/mr, so gold efficiency is not marred in the slightest, at least from a math standpoint.