What's Even The Point Of This Mastery?
https://s14.postimg.org/vsltj3xk1/Screenshot_48.png
Idk if I am doing my math wrong. But if your ability does lets say 100 magic damage, youre only getting 2 bonus magic damage. Why would anyone want that?
https://s14.postimg.org/vsltj3xk1/Screenshot_48.png
Idk if I am doing my math wrong. But if your ability does lets say 100 magic damage, youre only getting 2 bonus magic damage. Why would anyone want that?
The base damage may be 100, but if there's AP scaling then there's 100+your bonus AP+natural talent+runes, which makes that bonus damage a little bigger.
Its at the top of the mastery tree because its not that huge, but a lot of champions who value the ferocity tree would rather have late game % bonus damage over some small number of attack speed.
EDIT: oh yea, and as the other guy said it stacks with masteries, you get a lot of % bonus masteries and this 2% adds to those to make the combined percentages even bigger.
Because it stacks up with all the other %Increasing masteries
By your logic, what's the point of any of them Double edged sword gives 3% increased damage dealt, battle trance gives the same amount, bounty hunter gives up to 5%
I did not know they stacked together, thanks
Keep in mind though, they stack multiplicatively, not additively
Its really nice on craven now because his q has flat damage and the scale so 2% extra is really nice for those late game we'd As well it works with almost any auto enhancing ability like nasus q. Camille q darius e and so on
Something to consider, this game has fights that are easily won or lost by fairly small numbers.
kindof pointless complaining about the mastery system when riot is basically already set on replacing it entirely.
they already know that these single 2% and 3% masteries dont feel imactful.
theyre going to replace everything with the new combined mastery/rune system. as far as i understand it will still give you minor flat stats like the current runes and some of the masteries.
but additionally you get these laregly impactful keystone runes that will define your playstile.
one of the minor runes they presented as an example granted 1 hp off every single minion kill. if youre playing a splitpushing bruiser or a tank like
with lots of waveclear who heavily split pushes and farms sidelanes, this can easily equate to 300 extra health by lategame. its basically another version of strength of the ages.
another rune let you go over cap on cdr and converts every % of cdr past 40% into ad and ap. so you could do stuff like
for example.
Tier 1 Masteries shouldn't feel impactful. This is just something that adds up over time