runepage shenanigans!
so, I've been looking at taking another look at my rune page, and I think I got it, but I wanna know what you guys think.
since I'm just a poor boy from a poor family, I want this rune page to be sort of universal for just about any role.
GLYPHS (and 2 quints)
this section first, as I by far spent most of the runepage here. CDR is valuable to any champion ('I wish I couldn't use my ult so often,' said NO ONE EVER)
with this combination of flats and scales, I'm walking out of the fountain with about 5% CDR (4.975%) from runes alone. combined with another 5% from masteries (why wouldn't you spend a whole 4 points to get that?) and we're looking at a significant advantage.
at 6, when I get my ult and start caring about CDR more, I have about 9% CDR, compared to about 12% if I went full flats. at 9, I have 12%, and by 18, I have a whopping about 19%- almost half the cap of 40%
this allows me to not care about CDR, focusing my efforts on getting damaging items. with the addition of a 9/0/21 mastery page giving an additional 10% cdr, all I need is CDR boots to hit cap well before 18 (hit cap at level 13)
the extra 5% serves to accelerate me hitting cap (otherwise, I'd hit it at 18) without this level of scaling, I wouldn't hit cap with just boots2 at all. that, combined with the fact that saling is actually cheaper makes this combination extremely worth
SEALS
for seals, I wanted to go defensive (playing to their strengths) any champion can benefit from being harder to kill
if I went straight armor (no scaling this time- it doesn't scale heavily enough to give anywhere near as significant an advantage as half the CDR cap) it'd be 9 extra armor, but I'd be screwed over by magic, so I decided to split evenly between armor and MR
...but no matter how I split it, I always ended up having the same amount of AD effective health as if I went the way I did, and less AP effective health
let me explain, armor and magic resist increase AD and AP effective health respectively. that is, if I had 10 HP and 100 armor, an enemy without pen would have to deal 20 damage to kill me. my effective HP against that type of damage is 20- HP * 1+(armor/100)
so, my 4.5% increased health gives me the same effective health against AD and AP as if I had 4.5 armor and 4.5 MR. if I grabbed 5 armor and 4 MR flats, I'd have 5 armor and 2.96 MR- sacrificing 1.04 MR for a mere .5 armor
BUT WAIT, THERE'S MORE! you see, armor and MR stack additively, that is, if you have 4.5 armor and buy a cloth shirt giving you +15 armor, you have 19.5 armor (1195 effective HP if you have 1000HP). but percent HP and armor stack multiplicatively, that is if you have 1000HP, 4.5% extra health and buy a cloth armor you now have 1045 HP and 1201 effective HP. so really, health percent increase is better than armor, point for point, as well as giving more protection from mages.
QUINTS
two are tied up with glyphs, for the third, I went for movement speed. every champion can use movement speed. depending on the match-up, it could even be more valuable than a more specific stat (like AD for caitlyn. if she's up against a slow champ with shorter range, it's better for her to be able to move in, fire, and run before they can retaliate)
I also considered armor. as I mentioned above, a little tanky never hurt anyone. but really 4.5 armor isn't really a lot.. however it is one of the highest gold values for a quint. what do you guys think?
MARKS
now here, we're pretty much stuck catering to something. either we get hybrid pen. (which isn't that good) AD pen, or Magic pen... you get the idea- we have to go some way.
I decided to go towards AD because even if you're a mage, that little extra damage could be the difference between an enemy getting away or dying horribly. I'm kinda torn on what to get, so I got three of each
attack speed is probably the best thing to use to take down a turret, and who doesn't want to hit turrets? with an ADC, it'll help their CS (I believe I mentioned cait before. the sheriff of godwhy'smyattacksoslowville at lvl1. not to mention with her range, it'll make her an even bigger threat to turrets) not only that, but it's a capped stat (although figuring out that cap is... wierd, and varies by champ) which makes it significant for the same reasons as CDR. of I went straight AS, it'd be 15%- as much as a BOTRK. definitely a significant advantage.
crit chance is nice because it's basically percent damage: crits deal 200% damage, crit chance*(2damage) + non-crit chancedamage = damage+crit chance*damage = damage * 1+crit chance. not only that, but very few ADC builds actually reach 100% crit chance. this little bit extra could be the big difference on a critplank, or it could be the lucky shot that doubles a ryze's autoattack. overall, it's not that significant, but it's nice to have just in case you get lucky, and even if you don't, it's still scaling damage
crit damage is sooo rare. you know how many items give this? on the rift? one. count them- ONE. and it's the most expensive item in the game- Inifinity edge! (well, it's tied with its clone, the pillager) in other modes, there's a few, but they're few. there's the wicked hatchet, the pillager, and the lightbringer. that's it. on anybody who gets crit chance, this stat could be invaluable simply because this is the only way to get more of it. overall, it's not too significant unless you're a crit build. it doesn't scale near as well as crit chance (even to the point of not at all if your crit chance is 0) because it goes (extra crit damage * crit chance + 1) * damage
so what do you guys think? good idea? bad idea? alternate suggestions?