Tanks only have 2 defensive stats, DPS classes have 4

DragonShea·12/18/2018, 12:54:28 PM·3 votes·852 views

Gonna be doing some maths here on the damage

Tanks only have HP and resistances(armor and MR) while damage dealers got AD and AP, Armor and magic pen, crit and AS but not all classes use all of them(obviously). Think about it, with so many offensive stats to deal with tanks it's no wonder the damage meta has happened. Armor is useless when you stack armor pen +item 3071 /item 3035 and the same goes for magic resist when a mages has full mPen.

Ok so let's say you take 400 damage that's either physical or magic from an assassin, ADC and mage without adding effects.

If you get jumped by an assassin with item 3147 item 3142 item 3036 item 3071 item 3026 and they deal 400 damage even if they that isn't true we'll 400 as an example, they will deal 319 to a target with 90 armor and 222 damage with 200 armor. combined that is 49.4 total armor pen on top of 39 flat armor pen. against a squishy target, that might be a bit extreme but for tanks it's a nightmare. 252

Full build ADC's with the same damage is 438 (non-crit: 173) for tanks and 563 (non-crit: 252) for non-tanks then they crit with item 3031

For Mages that do the same damage with item 3165 item 3020item 3135 it's full damage for anyone with no MR and 266 for anyone that has item 3111 item 3065

As you can see, armor might mitigate more damage but ADC's have crit and AS to bypass that issue while mages can deal true damage to anyone that doesn't have have over 55 MR. In other words, Resistance don't do jack shit but riot still continue to increase damage done in the game. So unless resistances and HP is increased for all classes accordingly.....

Expect to die in less than 0.01 seconds when you get jumped.

4 Comments

DuskDaUmbreon12/18/2018, 2:01:17 PM6 votes

I love how you ignore that health regen is a thing. And you claim armor and MR are the same stat, but treat AS and AD as separate stats.

Moonscourge12/18/2018, 1:25:48 PM2 votes

They're not doing anything to increase damage done in the game. Most options get nerfed or have been the same for many years. Without crit, tanks would be beyond broken. IE giving true damage on crit alleviated that issue somewhat, making a 90% crit chance build ala double Zeal item IE undesirable, in turn reducing damage overall due to less crits total.

Mages only have their spells, they are heavily gated by cooldowns and actually hitting them, they're allowed to have bigger damages and penetration/scaling because of that. Tanks can still shrug off one rotation entirely, unless the enemy is extremely fed or they didn't itemize against it properly, which is enough to make mages feel bad for "wasting" their damage on them.

Basically.

Lot's of really bad opinions that simply aren't true going around in the community and I'm glad Riot is addressing the issues the way they are doing it.