Stop Using Flat MR Glyphs
Tired of y'all getting melted and wondering why
Tired of y'all getting melted and wondering why
With scaling MR glyphs you get ~26MR at level 18 (.16 per level per glyph). With flat MR glyphs you get ~12MR all the time (1.34 per glyph).
At level 9 the scaling ones start being better. If you think you'll be doing a lot of trading against an AP champion early on, flat MR glyphs are probably better for you. If you plan on building tanky and initiating fights late-game, scaling MR is probably better for you.
14MR isn't nothing, but it usually isn't the difference between "getting melted" or not in late game -- at least for a squishy champ. The way the math works is that 1 point of MR is like having 1% more of your base health against magic damage (and the same for armor vs. physical damage). So if you have 2000 health, 14MR is like having (.14 * 2000 = 280) more health vs. magic damage. Put another way, it would take about as much damage to kill someone with 2k health+14MR and someone with 2280 health and 0MR. The more base health you have, the more each point of armor or MR is worth.
If you're going for scaling MR you might want to consider flat health yellows or even quints, as health and resistances make each other better.
With scaling MR glyphs you get ~26MR at level 18 (.16 per level per glyph). With flat MR glyphs you get ~12MR all the time (1.34 per glyph).
At level 9 the scaling ones start being better. If you think you'll be doing a lot of trading against an AP champion early on, flat MR glyphs are probably better for you. If you plan on building tanky and initiating fights late-game, scaling MR is probably better for you.
14MR isn't nothing, but it usually isn't the difference between "getting melted" or not in late game -- at least for a squishy champ. The way the math works is that 1 point of MR is like having 1% more of your base health against magic damage (and the same for armor vs. physical damage). So if you have 2000 health, 14MR is like having (.14 * 2000 = 280) more health vs. magic damage. Put another way, it would take about as much damage to kill someone with 2k health+14MR and someone with 2280 health and 0MR. The more base health you have, the more each point of armor or MR is worth.
If you're going for scaling MR you might want to consider flat health yellows or even quints, as health and resistances make each other better.
two questions: Where did you find this out?; and How does M.Pen work?
I do rune science, and knowing things like how they relate (short of spending countless hours logging data in custom bot matches) is something I would very much like to know. (normally to get data, that's how I do it.)
The League Wikia site is the best source for really detailed information about game mechanics. Which is completely absurd, but that's how it is right now. I'm not sure what you mean by "how [runes] relate" - they just add stats to you, as if you had 30 extra built-in items.
Armor and Magic penetration make damage from you behave as though the target has less armor or MR, respectively. So if they have, say, 100 armor and you have 20 armor pen, it behaves exactly as if they had 80 armor and you had 0 armor pen.
Percentage reductions get applied first, then flat pen, then "reduce enemy's resist" effects (like Abyssal Scepter or Fiddle's passive) - the latter can even take targets below 0 for increased damage (hard to do on a player but it happens with minions/monsters).
Glyphs are expensive and id rather buy more champions. =P
But really, I don't know the math behind it so I cant really speak that intelligently on the matter, but flat MR gives better defense in early levels but less later whereas scaling provides the opposite. I personally build my rune pages to provide the most bonus they can early since by the time level 18 rolls around the meager benefits you get even from scaling runes aren't exactly spectacular.
But hey im just a lowly silver.
I prefer to take scaling MR when vs. AD lanes or if my AP lane opponent is not scary early game. I have the luxury of 20 rune pages though so I can have different rune pages with flat mr, scaling mr, or cdr glyphs for ad, ap, hybrid pages, ect.
Generally for glyphs you decide between MR, CDR, or AP. Flat or scaling are all good