Comparing AD and AP stats/champions
So hey, i've seen some talk here on the boards, suggesting that one of the dmg types is superior to the other one. To get an answer, i decided to compare the two statistics and the champions that use them, so see whats the actual case. The main questions is: Are mages really as bad as ppl make them look like on the boards, or is that just some circlejerk?
Firstly lets compare the kits of ad and ap champions. Keep in mind that im not going to include tanks and supports in this list, since they tend to be neutral dmg whise.
Hard CC
Im not going to list all of them, but looking at their list we can see that generally, their cc tends to be single target focused, and in most cases its on a targeted spell.:
On the other hand ap champions with hard cc, have them on aoe, skillshot based spells.:
{{champion:105
{{cham
Obviously there are exceptions on both sides that i didnt list.
From this we can see that their cc generally tends to be distributed in a balanced way, with ad getting the dualist potential with more guranateed single target cc, and ap having the upperhand in teamfights with their aoe spells.
Now lets check their mobility:
Again not listing them all, just some so u can get an idea.
AD:

AP:
In this case the mobility is distributed towards ap assasins unsurprisignly, with mages only getting long ranged teleport like abilities. There are only 2 mages with dash/short ranged teleport like spells:

The argument here, is that in return for less/no mobility mages would get aoe hard cc and better wave clear. However, since mage wave clear has generally been nerfed in season 8(which is one of the reasons why fighters have been getting picked instead of them on mid lately), this might not actually be the case anymore. Looking at the ad champions above, most of them can easly have the same amount of wave clear as a mage, if not, then they have item options that help them out this way. Like
As we discussed earlier, the aoe hard cc part of mages is already balanced around the same level as ad champions, so it cant be an argument in this case.
To fix this problem, mages should be allowed to have a little bit better wave clear, so their defining role in a teamcomposition can be important again.
Alright, now on to stats that the sides can use.
A lot more classes of champoins are ad, so it means they benefit from more stats than ap as a whole. Beacuse of this im going to break them down in to 3 classes: fighters, assasins, and marksmen. Keep in mind, that there are obviously champions who benefit more from one stat than a different one.
Fighters: AD, Atk speed, Lehtality, Armor pen, Life steal, Spellvamp, CDR, (Atk range though abviously less). They also tend to opt for resistances and health. Also in some cases they even benefit from ap, since they tend to have some ap scalings. Assasins: AD, Crit, Lehtality, Armor pen, Spellvamp, CDR Marksmen: AD, Atk speed, Crit, Lehtality, Armor Pen, Life steal, Atk range
Ap champions in general: AP, %/flat magic pen, CDR, Spellvamp, Atk speed. They also tend to benefit from hp, and resistances in some cases.
AD champions can generally use more stats than AP. This lies in the limitations of stats and items that ap champions have to face.
-Only autoattacks, and phisical dmg can crit
-AP champions dont use autos much, so Atk speed only benefits a small portion of them.
-There are no longer any spellvamp options in items for ap, outside of
. For phisical dmg there are a bit more options.
and also
In the domination tree there are 2 options as well, that work on ad an ap simmilarly
-Ap champions with autos dealing magic dmg, are not able to use lifsteal, since it only works on phisical dmg.
Ap champions tend to be balanced around their mana and cooldowns. Mages with mana, in particular have to get at least one mana item in order to function properly. This means that in a bad matchup they cant rush a
for example, beacuse they have to get mana item first. On the other hand an ad champion can rush a
as a first item if necesarry. Building mana items also often results in a delay of powerspikes.
, this is the reason almost no ad champion builds
.
If an ap champion uses up all of their spells, they have to wait for another rotation before they can attack properly again. With most ad champions this is not that big of a problem, since while their abilities are on a cd, they can still deal decent dmg with their autoattacks. Not to mention that ad empowers your autos and your spells as well.
To fix this, mage autos should scale off of their ap. A 5 or 10% ap scaling would be more than enough.(Kinda like the old arcane blade mastery, if anyone here remembers) This should only occour tho, if the dmg like this would be higher, than the dmg they would deal with their base ad. And in case it happened, they shouldnt deal and phsical dmg. The same thing is the case with their autos against towers. Another option, is to higher the ad/lvl of ap champions so their autos can compete in late/mid game with ad champions.
For the mana issue, i cant really think of any possible solution.
Overall, AP does seem to get the short end of the stick sometimes, but this could be fixed with some minor changes, like the ones i suggested above.
So what are your toughts? Do you agree or not? Do you think ad is the weaker side? Let mer hear your toughts, beacuse im very interesed, but please give arguments, to support what you claim.
stems more so from the utility they offer rather than the damage or other stats. The problem stirs in the fact that "AP" tends to mean "Mage", and "Mage" tends to mean "control/utility", so AP will most likely not get any significantly similar items to the aforementioned ones above because they have similar strengths built into most of their kits, like Shields. Because of this, AP items are forced to be pretty stat-sticky with little else to offer. Something like Duskblade is problematic less so because of the free damage but because of how much utility it stacks onto an assassin - a class not meant to have it. Maw of Malmortius and Hexdrinker offer protection early but stunt the power spikes of most AD champions. These items become issues not because of what they bring to the table to fairer champions, but when they're conjoined with someone whose counterplay revolves around the faults of their kit that the items completely protect them from. Have fun with a Zed using Death Mark when under an Edge of Night spellshield.[zombie-brand-clap]