Can we revert turrets to where penetration doesn't apply to them?
In patch 6.9, turret defenses were modified so that they now have Armor and MR values, but in exchange are now subject to penetration.
BASE HEALTH: 4000 ⇒ 3300 BASE ARMOR: 0 ⇒ 40 BASE MAGIC RESISTANCE: 0 ⇒ 40 NEW - TURRET PENETRATION: Turrets are now subject to armor and magic penetration effects.
This is probably a contributing factor to the current spreading popularity of the flat Armor Pen items, and turrets are already weak enough as it is.
Also, the turrets after the outer ones gain bonus Armor/MR after a certain duration passes, rather than starting when the turret before them falls. If you push a turret down quick enough (the inner turrets start gaining bonus defenses at 16 minutes, and the inhibitor turrets at 31 minutes), you can start hitting the next one before it begins to fortify itself. If you have Ghostblade when you do this, you're literally ignoring HALF the turret's armor. (Even aside from that, they only gain 2 bonus Armor/MR per minute, up to a cap of 30.)
Do the flat ArPen items really need THIS advantage on top of everything else they can do?
with just her E>Q can take about a fourth or third of the tower, and that is disregarding the support landing a few hits too. Jynx is fairly similar too, once her autos get fast, she can take massive chunks of a tower even without items.
now truly the turret destroyer item
core versus
is for the boost in early game power. The new Korean core gives more AD and ArPen + MS and AtS with Ghostbade Active which makes Lucian more of an AD caster than a traditional ADC as ER and RFC offer less AD. By the time, Lucian gets IE (on both) the old build is a bit stronger with its crit and 40% CDR.
W Flail of the Northern Winds was applying all the damage over time damage due to this interaction with Armor and Magic Pen