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How to make MF a crit ADC

Leaf of the lake··8 votes·1,587 views

Riot seems to want to move MF toward building crit with the recent changes to her Q, but just changing her Q will never be sufficient to get her off the lethality items. I won't say whether I agree or disagree with crit being the correct direction for her, but assuming it's a problem that warrants solution, the core of it comes down to her ult, which is her main damage source in teamfights. As long as her ult scales better with lethality than it does with crit, there will never be sufficient incentive to build crit on her.

The solution is quite simple: Change her ult's scaling.

Her ult inflicts 75% total AD -> 50 (+50% bonus AD) per wave Each wave can critically strike for 1.2x -> 2x damage (increased by critical damage modifiers).

Some rough math behind this hypothetical change:

  • Taking a build of reaver/IE/RFC/LDR at lv16, this gives about 200 bonus AD, for 150 damage on non-crit waves. With 70% crit rate and an IE, every wave does an average of 2.05 AD, for about 307 damage per wave.
  • A full lethality build with ghostblade/eon/duskblade/LDR would instead hit around 250 bonus AD, for 175 damage per wave. Even assuming lethality gives a 50% damage increase, this is still effectively only 262 damage per wave.

On live, the same builds inflict:

  • Crit: 0.75*(250 total AD) = 187 on non-crit waves, critting with a 1.21 average multiplier for on average 226 damage per wave.
  • Lethality: 0.75*(300 total AD) = 225 raw damage per wave (about the same as the final damage on the crit build, above), amplified by lethality for an effective 337 damage per wave.

With how hard she scales with raw AD on live right now, it's no surprise that she builds lethality instead of crit.

And here's the math for rank 1 ult (assumes 60 bonus AD, no crit/lethality):

  • Live: 0.75*(50+60) = 82.5 damage per wave
  • Modified: 50 + 0.5*60 = 80 damage per wave

tl;dr: This would make crit builds outdamage lethality builds, while still putting out less damage than live lethality builds (against squishies). Moving from a total AD ratio to base damage plus a bonus AD ratio preserves her damage on ult in lane.

9 Comments

DemiluniS5 votes

I think riot should stop trying to force crit build on every adc, it just gonna lead to the same lack of diversity as it was before the adc class update. There should be an option to include crit in your builds.. But not making it the go to for every adc out there

Hexs Fortune2 votes

Critical feels better on adc than lethality. Auto attacks being empowered means there more game play to mf than just being an ultimate bot.

cocacolalips2 votes

What's the point of this post tho?

Both lethality and critical chance are good. Abilities scale of lethality, auto attacks scale of critical chance, lethality is good against carries, critical chance is good against tanks, lethality spikes earlier, critical chance spikes later.

You have a good balance of pros and cons on top of different power curves, which make for some good decisions depending on the situations you face.

Her top 10 winning items include both lethality and critical chance and her best possible build includes both stats, seems fine to me.

Leaf of the lake1 votes

{quoted}

What's the point of this post tho?

Hm... dunno. I guess I thought it would be interesting? Maybe promote some discussion.

Both lethality and critical chance are good. Abilities scale of lethality, auto attacks scale of critical chance, lethality is good against carries, critical chance is good against tanks, lethality spikes earlier, critical chance spikes later.

You have a good balance of pros and cons on top of different power curves, which make for some good decisions depending on the situations you face.

I would argue that crit isn't rewarding enough to be a viable choice right now, though the changes proposed in this thread might go too far in the other direction. Lethality spikes harder in lane, which gives her a strong midgame transition, and games tend to be decided in the midgame. Even if the game goes late, her ult damage with lethality is so absurd that it can carry teamfights all on its own, despite her lower AA damage.

Her top 10 winning items include both lethality and critical chance and her best possible build includes both stats, seems fine to me.

It's not that strange for her top 10 items to include both lethality and crit. After all, at most you're going to build 5 complete items plus boots.

https://na.op.gg/champion/missfortune/statistics/adc

Her top 4 win percent items, in order, are Cleaver, BT, Duskblade, and IE. After that, LDR and Mortal Reminder, then Edge of Night. Ignoring boots and uncompleted items, next is RFC, and then Ghostblade. Reaver (her usual rush item for a crit build) is her lowest winrate completed item, and barely breaks 50%. Those are her top 10 winrate completed items - and indeed, the only 10 completed items played enough to be listed on op.gg. If you include incomplete items in this list, RFC barely makes the cut (behind Merc Treads and Vamp Scepter), shoving both Ghostblade and Reaver out (which is expected, as those are both rush items, and thus likely to be completed even in losing games).

Sure, maybe she wins a lot when she finally completes IE, but she wins more by simply opting into early game dominance... which still scales into lategame because of her ult.

cocacolalips1 votes

tidbit kinda, but op.gg has really low sample sizes (only 2k games in the link you shared) which get even lower when you pick items or other stuff apart (10% pick rate is 200 games!)

you should consider looking up lolalytics instead, has between 10 and 25 times more games played ex: http://current.lolalytics.com/champion/MissFortune/ADC/ this page has 75K or 77%x75k=50Kish for the ADC position, games over 4 days and half. Her last 7 days page has close to 100K games played

the point was that both lethality and critical chance are winning games very hard, almost 5%+ over her actual win rate, and the items with those stats are close enough to each other ~2% that both options are good given the context

go play lethality into a team of bruisers/tanks with 200-300+ armor and 3K+ health and tell me how it is going ;o you are going to have a bad time, critical chance really outperforms lethality here, hence why you usually transition to a lethality critical chance mix by late game.

Leaf of the lake1 votes

{quoted}

tidbit kinda, but op.gg has really low sample sizes (only 2k games in the link you shared) which get even lower when you pick items or other stuff apart (10% pick rate is 200 games!)

you should consider looking up lolalytics instead, has between 10 and 25 times more games played ex: http://current.lolalytics.com/champion/MissFortune/ADC/ this page has 75K or 77%x75k=50Kish for the ADC position, games over 4 days and half. Her last 7 days page has close to 100K games played

the point was that both lethality and critical chance are winning games very hard, almost 5%+ over her actual win rate, and the items with those stats are close enough to each other ~2% that both options are good given the context

go play lethality into a team of bruisers/tanks with 200-300+ armor and 3K+ health and tell me how it is going ;o you are going to have a bad time, critical chance really outperforms lethality here, hence why you usually transition to a lethality critical chance mix by late game.

Thank you for sharing this site with me. I hadn't heard of it before today.

Busty Demoness1 votes

Why not start small and simply increase the critical bonus damage from 20% to 40%?

Leaf of the lake1 votes

[{quoted}](name=Busty Demoness,realm=NA,application-id=3ErqAdtq,discussion-id=kuJsVd5z,comment-id=0003,timestamp=2017-03-27T00:31:09.359+0000)

Why not start small and simply increase the critical bonus damage from 20% to 40%?

Because it's all math. Raising it to 40% would buff her ult for crit builds, but it still wouldn't be able to compete with lethality damage.

1.4x crits (1.6x with IE) results in a 1.42 multiplier on average with IE+Reaver+RFC. That's still only 265 damage per wave, which comes in well under the power of lethality.

If you want to keep both crit and lethality builds as doing roughly the same ult damage (rather than get her off of lethality completely), we'd do something like this:

Her ult inflicts 75% total AD -> 50 (+60% bonus AD) per wave Each wave can critically strike for 1.2x -> 1.7x damage (increased by critical damage modifiers).

Math:

  • Crit: Inflicts 170 raw damage on non-crit waves. With 70% crit rate and an IE, every wave does an average of 1.735 AD, for about 295 damage per wave.
  • Lethality: 200 raw damage per wave. Assuming lethality gives a 50% damage increase, this gives 300 effective damage per wave.

edit: I should note that 150% damage for lethality builds is an average between taking lethality runes and not taking lethality runes. With full lethality reds+quints, the actual modifier comes out to be around 162%, while with no lethality runes it's around 140%. If you take a combination of lethality and AD runes (which is better for lane anyway), you would get the 150% number I used.

Sohleks1 votes

I think crit MF is underrated. Not that much overshadowed.

I mean I still build black cleaver on her because black cleaver is conceptually a broken item on strong ranged sources of rapid hitting physical dmg. The build path is a lot rockier but if you do by being fed or just replacing some items late game her ult performs practically the same because it's ridiculous and you can actually count on having autos you'd expect an ADC to have which makes you a lot more useful.

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