AP scaling on ADC's which i just can not understand
Hello there, Im pretty intrested in the reason for adc's to have ap ratios on their spells and didnt knew where i can ask this and even think about receiving a decent answer, so i will just try out this fancy forum. At first (which i am most intrested in)
I am not completly sure she is supposed to be an adc, but since she is still listed as marksman i will consider her to be one.
- Q: Double Up: 0.85ad ratio 0.35 ap first hit, second target 1.0 ad 0.5 ap, decent AD ratio bit weaker than other, but for what it does it seems to be absolutly fine to me. The AP ratio, which is as good as the ad ratio confuses me a bit.
- E: Make It Rain: Total Magic Damage: 90 / 145 / 200 / 255 / 310 (+0.8 Ability Power). This is a VERY good ap scaling and should make the spell pretty strong, okay the target would need to stand in the area the whole time for 3 seconds to receive all of its dmg but thats managable.. somehow, considering most targets jumping and dashing around like crazy it probably will be not too easy to hit this perfectly, but its a big aoe with slow and somwhere should be skill required in playing a champion to its full potential. So its overall a good spell. Oh wait. The common adc doesnt build ap, and the spell does only scale with ap. so its basicly a worse E spell from Varus which slows a bit less (mf 65% vaurs 45%) but actualy deals dmg (Physical Damage: 65 / 100 / 135 / 170 / 205 (+0.6 Bonus Attack Damage)) and since its no damage over time it actually hits its target.
- R: Bullet Time: Physical Damage Per Wave: 50 / 75 / 125 (+0.2 Ability Power) Maximum Physical Damage: 400 / 600 / 1000 (+1.6 Ability Power) Similar to the E, it got relativly high base dmg but no ad scaling. Yes 1k dmg aoe potential is not too bad, but considering that the ability is equipped with a 1.6 ap ratio at its best the dmg can be WAY higher and its considered to be balanced with this dmg aswell. Let's say we have 800 ap, this would mean 1000base dmg + 1280 ap scaling dmg + 218 impure Shots dmg = 2498total dmg. Let's say we got 350 ad thats 1000base dmg + 756impure shots dmg = 1756total dmg. There is a HUGHE difference and it makes me wonder, why isn't there an ad ratio anymore?(Besides Impure shots, yes)
Miss Fortunes passive is pretty weak (it turns off completly upon receiving dmg) and having no movment ability, she has to be considered as a champion with low while in combat, unless she manages to avoid every single point of dmg. Why does she have to be suited with a horrible ad scaling but a great ap scaling if she is supposed to be a marksman and not a mage?
Second

I gonna keep it short from now on don't worry. her W and E got ap sclaing, i cant think of a good reason. Are the spells supposed to deal mentionable amounts of dmg? Put ad ratios on them. Is this a good idea? I don't know. But after seeing ap caity im really curios why there are these ap ratios
Third, everything else...
Q: 50% ap ratio. just cant explain it, but we got the ad ratio its fine.
W: 60% ap ratio.
Q: 50% ap ratio.
W: 0.25 ap ratio n hit, 0,2% on stacks
R: 1.0 Ratio
R: 1.0 ap ratio on hit, 0.5 splash dmg
E: 0.2 ap ratio.
Champions like
and
which have ap ratios too are considered to be viable ap picks aswell, so i wont mention them.
But why have the other adc's these ratios? Are all of them supposed to be viable ap picks? Wouldn't it make more sense to give these spells no scaling at all to not encourage players to build items which are just not good at the champion, or better build in a way which was not intended like ap
, another ap ratio which i dont understand for what good it exists...
I don't want to say RITO CHANGE ALL OF IT! NOW! Because i don't know much about balancing, but i would like to have it clarified why these spells are the way they are. I hope someone can help me understand the reasons behind all of this.
And i am very sorry for my terrible english and the threat design. I am not used to this stuff!!!