There is NO purpose in total AD scalings.

Baron Von Scrub·12/29/2018, 12:27:26 AM·13 votes·12,704 views

Please note: Not a single damage value or scaling in all of League of Legends is changed by this proposal.

TL;DR. % Total AD can be broken up into % Base AD and % Bonus AD. The base AD component can be grouped in with the base damage of the relevant spell. This is a good thing because it makes base damages and scalings on these abilities tweakable independently, all whilst not changing a single value in LoL.


ORIGINAL POST:

What is the point of total AD scalings when they can be converted to a higher base damage + bonus AD %? Yes, you used to be able to change base AD with Sterak's, but now it's a defunct mechanic on SR after the Sterak's rework.

Why bother? Because it makes difficult champions easier and fairer to balance. Let me explain.


If you want to buff a total AD champion's damage scaling, this is currently impossible without tweaking their base damages also, which tanks benefit from, and this can have the exact opposite effect than intended, as high base damages can mean less need to build damage, particularly when tank items are safer.

BUT. This can be converted numerically identically into a better formula, as seen here. (Skip over the next section if you don't like a little algebra, but I assure you it's sound.)


y% Total AD = y% Base AD + y% Bonus AD

This means that an ability that does

x + y% total AD damage

can also be written a

z + y% bonus AD,

where z = x + y% base AD


This means that you can now change AD scaling without giving free base damages, thus properly incentivising building damage without the unintended consequences of also buffing tank builds.

These cases, where damage goes up per level rather than per skill rank, already exist in the game, and are generally represented in tooltips by white text, so this does not add anything new to the game or the code.

An example of where this would be practical and beneficial.


A prominent case where this causes issues is on my beloved Gravedigger's ghouls, as explained here:

https://boards.oce.leagueoflegends.com/en/c/miscellaneous/4TmmEEaz-yorick-ghoul-formula-is-inconvenient-and-untransparent-solution

Currently, ghouls scale too well without building AD, and too poorly WHEN building AD. By separating the base and bonus components, you can nerf the base damages whilst buffing the bonus scaling, making the balancing nightmare that is Yorick far more handlable, especially since the MMR discrepancy in his winrate is in part given rise by the reliable scalings in low MMRs but lack of gold-based reward in high MMRs.

The ability to separate ghouls' scalings from bases means that skilled players may be rewarded whilst less skilled may be nerfed, allowing a relative shrink in the MMR winrate discrepancy, and making Yorick a less frustrating champ both to play AS and against.


But, this wouldn't be a fair analysis without viewing the cons too! Just what is it that makes this such a seemingly unattainable move by Riot, when the ability to better balance champs would improve the playerbase's experience?


Actually, there's just one con.


Riot would have to do a one patch overhaul of a number of champs - and nothing intensive, just a shift of numbers.

Yep. That's it. All that stands between Riot and a more balanceable game is the decision to actually do it.


Cheers for reading.

12 Comments

Done251/3/2019, 10:44:13 PM8 votes

Total AD is there so that a champion will slowly scale in power over time and levels rather than spiking really hard at level 9 with their main damage spell.

Leaf on Bush1/4/2019, 8:42:28 AM5 votes

Base AD scaling is used for spells that are supposed to grow more powerful with level ups even if you don't build offensive items. Saying that there is no purpose isn't justified. If you can't acknowledge this simple truth then there is NO purpose in this discussion, other than teaching you the game.

Galiö1/2/2019, 4:26:25 PM4 votes

What an account name... I cant get passed it long enough to full absorb the information of this post.

The Bad Touch1/7/2019, 3:39:58 AM2 votes

Yep can't get past name long enough to care about post.

Daddy Ants1/2/2019, 3:58:49 PM1 votes

Then change Yoricks ghouls scaling to bonus AD.

A lot of champions have total ad scalings that work fine in their kits.

ModKnightsKemplar1/2/2019, 2:39:28 PM1 votes

Approved!

Raven is Alice2/12/2019, 1:40:50 AM1 votes

You're using Yorick as an example but it's a bad example. Yorick is intended to be a bulky champion who builds a few offensive items and then defensively. That's the build pattern for most juggernauts and exactly the reason why they have high base stats. Juggernauts are supposed to be in prolonged fights while being in the middle of the fight with no mobility or easy escapes. This fundamentally means they need to be able to build bulky and still be efficient. The problem with rewarding people for building full AD Yorick is that isn't really rewarding the right thing. It's rewarding people to build like an idiot. Build the champion properly, don't expect riot to change formulas to make your off-build better. Would really be no different from me making a post about how they should increase all of Jhin's base damage so I can build him tank. A juggernauts most efficient build is SUPPOSED to be like 25-33% offense and 66-75% defense. He's not supposed to be a hyper damage carry.

A better way to balance the game is to look at champions in a case by case basis rather than a blanket "remove base AD scaling"