Itemization Math

Zullar··2 votes·1,312 views

Offensively Attack Damage multiplies with** Attack Speed** multiplies with Crit Chance multiplies with Crit Damage

Defensively **Health **multiplies with Armor/MR

Every offensive item you get just makes you want to purchase another offensive item because it compounds. The same is true with defensive items although not to the same degree. Every item you purchase adds more DPS than the item before it. Every defensive item adds more effective health than the item before it.

Example Defensive Math Lets look at your effective health if you were to build up to Randuin's Omens If your base health is 2000 and your base armor is 80 then you have 3600 effective health vs. physical damage If you purchase one Randuin's it adds 400 Health and 60 armor. Your effective health becomes 5760 (a 2160 effective HP increase) If you purchase a 2nd Randuin's your HP becomes 2800 and armor 200 making your effective health 8400 (a 2640 effective HP increase) Your 6th Randuin's adds 4560 effective HP ... more than twice as much as your 1st item.

The math compounding on offensive items is even more extreme than defensive items.

This pushes people to build full damage or full tank. Tossing in 1, 2, or 3 defensive items on a carry just isn't typically done.

This leads to most carries building full damage. When you combine this with the mobility creep league has seen in recent years and the front loaded burst runes/items the game has turned into league of 1-shots.

I'd like to see 3 changes to League **1: Change Itemization Math. ** Make it so that it is worthwhile to throw in 1, 2, or 3 defensive items on carries... or 1, 2, or 3 offensive items on tanks. Building full offense/defense should still be an option... but it shouldn't be the only option. **2: Reduce the Mobility Creep. ** Rework the 10-20 most oppressive mobility champions. Years back in League you used to die because you engaged poorly, got caught out, or mispositioned. Now in League you die by simply being same screen as new flashy dashy champion X and it's almost completely out of your control.
3: Give Alternate Rune Choices: For example ALL AP keystones are burst damage (Comet, Electrocute, Dark Harvest, Predator, ~Aery, ~Aftershock). Why do I need 6 different burst damage keystone choices while there are literally 0 choices for multi-target or DOT damage?!

4 Comments

Kazekiba1 votes

thaaats kind of why item 3139 item 3026 item 3102 item 3191 item 3151 item 3022 item 3748 exist. give you the ability to get some resists or tankiness alongside your damage

literally 0 choices for DOT

Arcane Comet is the premier DoT keystone, although its nothing like the old Deathfire's Touch, which only lives on through Scorch although that has a long CD and only ticks 1 second after the damage is dealt.

Zullar1 votes

Arcane Comet is a burst keystone. It does 1 burst of damage then goes on cooldown for 8-20sec. A fight is often determined in the first 8 seconds.

The old Deathfire would be an interesting alternative to the burst keystones. It could also be applied to multiple targets at once too. This was interesting for playstyles where one tried to soften up the entire opposing team (as opposed to burst 1 down and make it a 5v4 like most current strategies).

Kazekiba1 votes

{quoted}

Arcane Comet is a burst keystone. It does 1 burst of damage then goes on cooldown for 8-20sec.

It's a DoT-user's keystone because every tick of damage reduces the CD. Stand in a Cassio's W and let her spam E and you'll get comets fired like machine guns provided you live long enough. If youre going by the effects OF the keystone, Arcane also deals its damage in an AoE. I think Electrocute does too.

Kai Guy1 votes

This post did not get enough credit for the OP's Effort.

I don't exactly agree with everything you said mate but you at least show clear logic and made effort. [slayer-pantheon-thumbs]

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