A little math about Crit Damage Runes
I know runes are about to be changed up severely, but as someone who regularly used a Bonus Crit Damage rune page every time I played ADC, I just simply gotta talk about how it felt. Maybe since it's too late for anyone to spend the IP and try it themselves, you can all just keep your flood of downvotes to yourself?
First of all, I just took Ashe to the practice tool to experiment officially. I first used my Full AD (22 AD) rune page, and then I used my incomplete Crit Damage (37% bonus critical damage) rune page. I used the build
, achieved full stacks of fervor, and attacked Target Dummies in both just to be fair and simple.
With the AD page, Ashe's damage multiplier was x2.6 (because she gets a free 10%), and each critical strike dealt 688 With the Crit Damage page, her multiplier was x2.97 (10% included), and each critical strike dealt 756. So, yeah, if you get to use a lot of autos in short succession either way, it's obvious that Crit Damage runes are vastly superior in the late game, when you actually HAVE crit items. The only two downsides is that it makes your abilities weaker, and it makes your total damage towards TURRETS weaker. But everything else is much stronger.
You might say something dumb like "UHUHUHUH WHERE IS HER 9 ARMOUR AND 12 MAGIC RESIST AHAHAHAHA," but come on. The ability to take maybe 5% less damage isn't that phenomenal of a trade-off, especially when it's YOUR job to deal massive amounts of damage, and the TANK'S job to help keep you from taking any in return. You might as well build Ashe full tank with a Bork if that's what's important to you.