Do mages and ADCs still have distinct power curves?
I'm a noob, hence this thread being phrased as a question.
http://static.tvtropes.org/pmwiki/pub/images/wizardsandmelees_9442.jpg
When I was introduced to the game, a friend referenced the D&D "linear warriors, quadratic mages" trope: in other words, warriors start out strong and get gradually stronger as they level, whereas mages start out comically useless but (as they level up) become ungodly powerful. (Leading to jokes about why merc mages are hard to hire: low-level mages are worthless—"what are you gonna do, cast color spray on them?"—while high-level mages have no interest in your petty mortal wealth.) He reframed this for League as "linear fighters, quadratic mages, cubic carries." This was, you see, back when the word "carry" meant "AD carry", before the advent of the term "AP carry".
The theory, as presented to me
The theory struck me as pretty sound. It's a matter of basic mathematics: the more synergistic factors you can multiply together, the more scaling potential you have. (It's like that old math problem about maximizing the area within a fence per unit of material: you make a square. If the goal is to maximize volume within a cage, you make a cube.)
We can start with (traditional) supports, who don't really scale off Gold, but have a lot of base power to compensate. (Or so it used to be, anyway.) Blitzcrank is a classic example, IMO: sure, he can scale on gold by getting more damage or tankiness, but a huge chunk of his power budget is in that Rocket Grab. A Level 1 Blitz with no items has a Rocket Grab that's very, very similar to that of a Level 18 Blitz with a full build. Sure, you can amp it up with CDR or AP or whatnot, but a big chunk of that power is "make the enemy who was over there suddenly over here and stunned".
SupportPower(gold) = BasePower + (a bunch of other stats with mediocre multipliers)
This explains why traditional supports bought wards. A ward has about the same value, no matter who bought it: it provides X minutes of vision somewhere. So naturally the Champions who don't really scale on Gold bought most of the wards, because there was a lower opportunity cost.
Let's say fighters mostly scale on AD, which costs a certain amount of gold per point. They can also scale on Health and Armor and such, but these things don't really multiply each other. (I think that's debatable, as more durability means more time in the fight, but it's arguably not as direct or powerful a multiplier as we're talking about here.) The warrior fighter function is something like:
FighterPower(gold) = BasePower + AD + Health… (etc.)
(With BasePower being a stand in for things like stun abilities, or base ability damage, or whatever.) (I'm omitting coefficients for the sake of clarity.)
Meanwhile, mages have both AP and MPen, which multiply each other's effectiveness:
MagePower(gold) = BasePower + AP*MPen
Graph y1 = x against y2 = x^2, and you'll see y2 overtake y1 as time goes on. (That doesn't mean mages are better than fighters, just that they have a different "time to shine". Mid-game power doesn't help if the other team has used their early-game power to knock down all your towers and score a ton of gold.)
(AD) Carries have even higher-order scaling. AD and AS multiply each other. Crit multiplies them as well: more AS means more crit chances, and more AD means more crit damage.
ADCPower(gold) = BasePower + ADASCrit
(I'm omitting ArPen there, because whereas mages can pretty easily buy MPen on a bunch of items, it's a bit trickier to pick up ArPen for ADCs. But arguably that's another synergizing multiplier.)
That's the theory, anyway.
So how accurate is this?
But sometimes I wonder how true this is nowadays. I think the theory is pretty sound, but it relies on certain assumptions. There are all kinds of constant multipliers at play. You can definitely set up the specific values so that you never reach the point where xyz spikes up above x*y, for instance. And I notice a lot of ADCs nowadays have quite a bit of AD-scaling ability damage, which seems more magey than traditional carry. AD abilities don't usually scale on AS or Crit, for example.
Anyway. That's my attempt to frame the topic. I'm nowhere near qualified to offer a final opinion on the subject, but I'd value the community's comments. I want to be less of a noob! Teach me, Boards.