New "Doran's" Item: Doran's Cap

Yoella··3 votes·572 views

So I've noticed that we have item 1055 Doran's Blade, item 1056 Doran's Ring, and item 1054 Doran's Shield, but I don't feel that is enough. Here's why:

STATS

Doran's Blade: +70 health, +7 AD, +3% Lifesteal Doran's Ring: +15 AP, +60 health, +3 Mana Regeneration Doran's Shield: +80 health, +6 health regen per 5 seconds, Unique Passive: Blocks 8 damage from single target attacks and spells from champions.

But what about champs that are a bit more hybrid than that? Sure they could go with one or two of them but nothing matches them as well as it should. So I suggest a new item. Doran's Cap.

Doran's Cap: +50 health, +4 AD, +9 AP, +8% Attack Speed

This is for those "on-hit" or AS builds.

4 Comments

Lightningfst2 votes

I think mainly because "hybrid" is a choice in item build path, not a core champion class.

There are 3 basic archtypes in League with subtypes (arguably 2). AD - marksman, fighter, assassin AP - mage, assassin Tank - AP or AD based

With the 3 archtypes, the doran's items as of current can be used in each of these molds.

If you look at the items there is a valuation on basic stats that you have to consider and if you try to diversify too much on a basic item, you won't have enough valuation to get anything significant for a "hybrid" build.

Valuation stats: Health: 200g for 150 HP = 1.33g per HP AD: 360g for 10 AD = 36g per AD AP: 435g for 20 AP = 21.75g per AP Lifesteal: 440g for 8% = 55g per 1% lifesteal Attack Speed: 450g for 15% AS = 30g per %AS MP5: 180g per 25% base regen = 7.2g per 1% base regen HP5: 180g per 50% base regen = 3.6g per 1% base regen

Note: HP regen value is very hard to quantify as every champion's base is vastly different with the lowest being 2.5 and the highest being 11.005 per second. I would say the vast majority fit between 6-8 HP per second, so for sake of argument (and easy numbers for comparison on Doran's Shield) 6 HP per second will be considered the average baseline.

Doran's blade (440g): 93.1g value from HP, 252g from AD, 165g from Lifesteal = 510g value Daron's ring (400g): 79.8g from HP, 326.25g from AP, 33-50% effective base mana regen (call it 237.6g for sake of argument) = 643.65g Doran's Shield (440g) = 106.4g from HP, 360g from HP regen, (no comparison for passive) = 466.4g

Considering that all starting items allow for 1-2 health pots and typical starting gold is 475g, a starting item would have to fit this kind of valuation. I am going to assume for a moment that Doran's Ring mana regen valuation is off, and let's figure the typical valuation should be around 500g.

Now let's evaluate your suggested item: Doran's Cap: 66.5g from HP, 144g from AD, 195.75g from AP, and 240g from AS = 646.25g valuation.

Prospective changes to get hybrid stats and proper level 1 valuation: Doran's Cap: 55 HP, 5 AP, 5 AD, 5% Attack speed = 512.0833g

This also has the added flavor of having all stats be 5, although that wasn't really intentional when I was first running the numbers to make them fit.

On another note, there are already some other hats in the game (it might be strange to have a Deathcap and Doran's cap) so might I suggest something that resonates more with the stats with respect to item location such as Doran's Amulet?

Quepha1 votes

no.

Lord Dusteon1 votes

The thing is, Doran's items are very cost efficient early game purchases that help you; In all of their cases some health to increase survivability, and lifesteal AD for blade, AP mana regen (and mana back on kills) for ring, and hp regen + damage block for shield. All of these are good early game and bad mid game ((discounting the lifesteal on blade)where you would sell Doran's for a normal item, hopefully using the advantage it got you to have equal gold after the sell back). The thing is, On-hit or AS builds are bad early game due to needing both levels in their skills and several items that synergize with them. This makes those builds useless until mid game, where they get a couple on-hit items and can start being useful.

Basically, a Doran's item for On-Hits is bad since on-hits require items to begin with (Nashor's, Runaan's, Wit's End, BotRK, etc.) to be useful; giving them some of a lategame stat (AS) is incredibly useless in lane to them.

Blue Collar Bear1 votes

I certainly enjoy the idea, but I think it would only be for a few champions. Riot took out several items last patch because they were too niche related. I think this would be the same deal.

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