Reinforced Armor Mastery Suggestion (Crit Reduction Mastery)
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
and
), 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.
and
), and only ~1/5th of the enemy team is really going to invest heavily in crit chance.
2%
2.25%
4.5%
2%
2%
0.5%
0.7%
0.6%
0.8%
1.2% - 2.35% (depending on level)
2.75%
5%
5%
7%
3.8%
1%
2.5%
1.8% (3.8% during active)
2%
3.5%
3%
2%
3%
4%
2.5%
3.5%
3.5%
8.5%
2%
1.5%
1.5%
1%
8.5%
0.75%
4.5%
1.5%
4%
4%
1.5%
1.5%
2%
4%
6% (+0.25% of bonus health) (w/ bonus health ratio the item itself is worth 7.25%)
6.75%
3.75%
2%
5%
2.5%
2.5%
10%
2.25%
2.5%
2.5%