Reinforced Armor Mastery Suggestion (Crit Reduction Mastery)

OyddAWqJ5r··5 votes·1,249 views

The point of this suggestion is to add more power to tanks vs marksmen.

Instead of the mastery granting

Reduces the total damage taken from critical strikes by 10%

I suggest it be changed to

+1% reduced damage taken from critical strikes per 200 bonus health and 40 bonus armor (half effect vs melee champions)

That's 0.25% of bonus health and 1.25% of bonus armor vs melee and 0.5% of bonus health and 2.5% of bonus armor vs ranged.

Bruisers that run 9/21/0 can still get that 10% sooner or later through typical bruiser builds but this will definitely be a nerf to off-tank bruisers vs marksmen for every part of the game before lategame (for the ones that actually used this mastery anyway).

Tanks that build full tank will get ~10% at mid game and can easily hit the 20% mark by lategame. And come endgame a tank can have anywhere from 25%-35% depending on their build. This also secretly buffs Warmogs hue (gives 10%).

On anyone else it'd be pointless to have really. Some mages that go 9/21/0 and build RoA + Rylais could potentially recieve ~5% from this. Even so it'd still be weaker than the current mastery on them.

Lemme know whatcha guys' think.

Bonus Critical Damage Reduction Gained From Items

Originally posted by 67chrome:

A very large number of stats hit ad, attack speed, and critical strikes together. Health, armor, %auto-attack reduction, %attack speed slows, thorns. Every passive on any committed armor item, basically. Crit reduction only effects critical strikes, it offers 0 protection against AD and attack speed.

Also, crit chance starts at 0 for everyone (outside of Ashe and Tryndamere ), and only ~1/5th of the enemy team is really going to invest heavily in crit chance.

Caster marksman like Corki, Ezreal, and Lucian have also been dominant for a large portion of LoL's history, so it's not like you're even guaranteed 1 opponent that's going to heavily invest in crit.

I reiterate that the point of this isn't to make tanks tankier to all physical damage dealing enemy players but just to marksmen. Stats and stat reduction effects that hit AD and Attack Speed are meant to reduce damage from physical champions altogether. But that isn't the point of this suggestion. What I was going for was a reduction in damage taken from marksmen only in the form of a mastery since building for such a stat would be meaningless when we have, as you say, other more generalized options to reduce damage from critical strikes such as Randuin's and Frozen Heart. But making it a mastery means that all tanks that opt for defensive masteries will have exclusive access to this bonus tanking stat.

But! It is not to allow for the immediate invalidation of rushing crit early as it is not meant to hard counter champions that rely on crit during laning or the building of early crit items. That's what the health/armor scaling is for. This stat doesn't really come into play until mid-late game and in fact is a nerf to the current mastery's effect for the laning phase (a change Tryndameres, Yasuos and Ashes will appreciate).

Also, Draft Pick is the guarantee. As for Corki/Ezreal it still does guarantee that later in the game when they shift more towards their marksman role from their marksman-caster role you'll have that stat ready for them. Reducing lategame crit damage is what this mastery is for anyway.

9 Comments

UPfreely2 votes

why cap it? tanks should have a lategame

OyddAWqJ5r1 votes

I wish it could be left uncapped for the tanks but since bruisers have access to it giving bruisers more than 20% would probably be troublesome. Riot can test capped vs uncapped in internal/PBE testing anyway. It's a mastery so it shouldn't be impacting too much but enough to make a tank last slightly longer vs an endgame Tristana.

Edit: Downvoted myself too lol as I no longer think this way

UPfreely2 votes

That doesn't make sense though, because they will naturally build less tanky and get less benefit from it, only capping the tanks.

OyddAWqJ5r1 votes

Oh okay I see what you mean. I had multiple reasononings for capping it but now that I think about them... they don't make much sense. They may have before before I settled on the numbers but not anymore. I'll take the cap off then.

Kuroi861 votes

Because even at 20% they might as well have wasted their gold on IE at that point.

buster kiton1 votes

Well, this could work.

What I've been thinking is that maybe ranged critical strikes should be less effective than melee ones. Melee carries would do more damage late but pay for it by not being so safe. I think ranged crits should do 150% damage with IE bringing it up to 200%.

Kuroi861 votes

I don't know if I would go as high as 20%. Also item 3047

OyddAWqJ5r1 votes

Stats and stat reduction effects that hit AD and Attack Speed are meant to reduce damage from physical champions altogether. But that isn't the point of this suggestion. What I was going for was a reduction in damage taken from marksmen only in the form of a mastery since building for such a stat would be meaningless when we have, as you say, other more generalized options to reduce damage from critical strikes such as Randuin's and Frozen Heart. But making it a mastery means that all tanks that opt for defensive masteries will have exclusive access to this bonus tanking stat.

Also, if this stacked on with Ninja Tabi proves to be too much then the number can always be tweaked.

OyddAWqJ5r

Bonus Critical Damage Reduction Gained From Items (Alphabetical Order)

Downvote so it stays at the bottom of the discussion

item 3105 2% item 3005 2.25% item 3102 4.5% item 3010 2% item 1031 2% item 1029 0.5% item 1055 0.7% item 1056 0.6% item 1054 0.8% item 2037 1.2% - 2.35% (depending on level) item 3184 2.75% item 3401 5% item 3110 5% item 3022 7% item 1011 3.8% item 3024 1% item 3026 2.5% item 2051 1.8% (3.8% during active) item 3136 2% item 3187 3.5% item 3025 3% item 3067 2% item 3151 3% item 3190 4% item 3170 2.5% item 3047 1.25% item 3180 3.5% item 3056 3.5% item 3084 8.5% item 3044 2% item 1062 1.5% item 1063 1.5% item 3205 1% item 3143 8.5% item 3302 0.75% item 3027 4.5% item 1028 1.5% item 2045 4% item 3116 4% item 3191 1.5% item 2049 1.5% item 3211 2% item 3065 4% item 3207 6% (+0.25% of bonus health) (w/ bonus health ratio the item itself is worth 7.25%) item 3068 6.75% item 3097 3.75% item 3071 2% item 3075 5% item 3082 2.5% item 3078 2.5% item 3083 10% item 3090 2.25% item 3050 2.5% item 3157 2.5%

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