Mathematically evaluating the assassin rework

Porglit·8/30/2019, 5:07:04 PM·4 votes·4,302 views

First off, this is going to be a nerdy post, but the TL;DR is at the bottom for those who don't like math. For other nerds, feel free to check my math to make sure this is legit.


The 9.17 patch notes on assassins reads:

(3) Trait Bonus: 125% Crit Damage ⇒ 75% Crit Damage & 10% Crit Chance (6) Trait Bonus: 350% Crit Damage ⇒ 150% Crit Damage & 25% Crit Chance

After some quick calculations, the expected damage output looks numerically identical before and after the change. However, there are a couple other considerations (reliability and items) to think about when evaluating the change. Let's break it down.

1. Identical expected damage. By "expected" damage, I mean the average output over a long period of time. RNG will make your actual damage output either more or less in an actual fight due to the limited number of autos per round. Currently, crit damage increase is additive instead of multiplicative. There's a base crit of 25% and crit damage of 150%. This means your total expected damage output for standard attack, the old assassin synergy, and the new synergy is expected to be:

Example = total expected damage multiplier = (chance of base damage X base damage) + (chance of crit X crit damage multiplier)

Normal auto attacks = 1.125 = (.75 x 1) + (.25 x 1.5)

Old (3) = 1.4375 = (.75 x 1) + (.25 x 2.75) Old (6) = 2 = (.75 x 1) + (.25 x 5)

New (3) = 1.4375 = (.65 x 1) + (.35 x 2.25) New (6) = 2 = (.5 x 1) = (.5 x 3)

This means when considering your base chance and strength of crits, your normal autos are expected to have a 12.5% increase in damage compared to no crit chance at all. Every champion in the game (currently) has this as their base. Adjusting for this, an Assassin 3 synergy bonus is a 28% increase in damage compared to normal champs, and an Assassin 6 bonus has a 78% increase. The total expected damage output for the old and new synergy is identical.

2. Consistency. This one is hard to put a numerical advantage to, because it depends on RNG and the specific situation. However, the easiest way to think about it is this: you don't want to overkill your target. Any damage dealt more than their health is "wasted" damage that you "could" have been dealing to the next victim. The change from lower damage per crit, but more crits, makes it so that you are much less likely to overkill, and you overkill by less. This is a slight buff.

3. Items. There are currently three items that affect crit directly: item 3031, and item 3131, and item 3046.

item 3031 is better for the new synergy, because it's already more likely that the old crits overkill the target. From a consistency standpoint, it's more likely that the new assassins will be able to utilize but not waste the extra damage. More than that, though, a higher crit chance means this item applies its bonus damage more often. This is a reasonable buff.

item 3131 changes the calculations of the damage output. The new damage calculations after the item kicks in are simply the crit damages, and we compare them to the 1.5 natural crit damage for a base champion:

Normal crit attacks: 1.5 Old (3) = 83% increase, or (2.75/1.5) - 1 Old (6) = 233% increase, or (5.00/1.5) - 1

New (3) = 50% increase, or (2.25/1.5) - 1 New (6) = 100% increase, or (3.00/1.5) - 1 The numbers are super clear: A new assassin with item 3131 is shockingly worse than an old assassin. Comparing these numbers, item 3131 got a 27% nerf with assassin (3), and a 57% nerf with assassin (6).

item 3046 was already a shutdown against assassins, but it's even more so now. Again the calculations change, but the exact opposite way, where we're left with only the base auto chance multiplied by 1. This give us:

Normal Auto attacks = 33% decrease in total expected damage, or 1 / (.75/1.125)

Old (3) = 48% decrease, or 1 - (1 / (.75/1.4375)) Old (6) = 63% decrease, or 1 - (1 / (.75/2))

New (3) = 65% decrease, or 1 - (1 / (.5/1.4375)) New (6) = 75% decrease, or 1 - (1 / (.5/2))

In short, it used to be that item 3046 cut your damage either ~1/2 or ~2/3, but now it's either ~2/3 or ~3/4. Comparing these comparisons, a item 3046 got a 36% buff against assassin (3), and got a 20% buff against assassin (6). However much of a shutdown item it was before, it's even more so now.


TL;DR: Total expected damage is identical, but reliability is up (slight buff). item 3031 is likewise better, but item 3131 got a 27% nerf with (3) and 57% nerf with (6), and item 3046 got a 36% buff against (3) and 20% buff against (6). In short, the damage may be identical, but assassins are harder to build, and easier to build against.

5 Comments

La Belle Sauvage8/30/2019, 6:01:01 PM2 votes

I love these type of posts! Thank you!

Sire Hippington8/30/2019, 8:06:48 PM1 votes

I think you left one important part out of the comparsion: Burst New assasins are more reliable, but old would have a higher potential to burst down a pice and prevent it from impacting the rest of the fight. A lvl 3 Zed befor could kill most lvl 2 backliners with a single crit, now that potential is gone.

Though anyway, Assasins will never be a comp that gets top 2 as long as item 3046 doesn't get changed, it just shuts them down to hard. Throw in the current rise of yordles and guardians and full assasins just are easily the worst comp right now.

Porglit8/30/2019, 9:03:03 PM1 votes

I didn't forget burst, I just think it's better to have consistency. It's better to have double the chance of critting for half the damage than it is to have a small chance of overkilling. What's the point of having 1/4 chance of doing 1500 to a 1000 health unit, when you could have a 1/2 chance of guaranteeing you kill them by the second auto?

Applying a more reasonable amount of damage more often will help you finish off weak champions far more effectively. For squishies that die in one crit, you'll also be able to more consistently kill them quickly, rather than praying for a 1/4 chance.

Illabethe8/31/2019, 10:58:39 AM1 votes

You really need to be discussing this convo in terms of the new Glove items that are on the PBE.

IE is changing to 200% Crit, well giving back what Assassins lost AND is giving 20% Crit.

Also, other crit modifying items.

Assassin teams are going to have 65-85% Crit. Rengar will be capable of 100% Crit, and Akali will have a Crit Skill.

Furthermore, there's a new item that makes abilities Crit, so Assassins like Zed, Katarina, etc, who rely on their skill to put on a lead (especially Zed with Ninja) will be able to stack his Crit onto his ability and use Ninja/Assassin to amp his skill up to a 1300+ damage aoe.

Porglit8/31/2019, 12:41:35 PM1 votes

I'm aware of the new items, but they aren't live. Once they go live, I'll revisit this topic with those in mind. I already have an idea of where to go with it that will be useful. ^_^