Some call it magic... A math crafted itemization guide for Lucian

CrimsonCore·10/9/2014, 3:57:19 PM·6 votes·3,349 views

I'm restarting the discussion here, since the traditional forums got archived.

Introduction Greetings, I'm CrimsonCore, a theorycrafter with a specialization in pregame customization (runes and masteries) and itemization analysis. I've started this thread for the main purpose of answering questions/taking feedback regarding my guide (link below), but I'm open to any discussion about itemization, runes, or masteries.

Links

15 Comments

CrimsonCore10/9/2014, 8:49:47 PM2 votes

I'm finally answering this question from TDeadFather:

I've done the math around the deffensive runes against physical damage (AD) taking the effective health as the variable of comparision and how armor works in LOL (link). Given the options, having 1 slot for armor quint in all cases and swapping between scaling/flat HP/armor seals end up with 8 different combinations (just the ones that make sense to me):

Case 1 98 HP Case 2 91,33@lvl HP Case 3 9* 1 AR Case 4 90,16@lvl AR Case 5 58 HP +41 AR Case 6 51,33@lvl HP+40,16@lvl AR Case 7 51,33@lvl HP+41 AR Case 8 58 HP + 4*0,16@lvl AR ---> From the guide

In this image, I've listed the effective health for each level of Lucian, for each case. I've taken in consideration the base ratios and stats of him for the calculations.

Now, if I'm right, we can know the best runes for early, mid and late game. BUT each stage isn't more important from the other two, so we need a well balanced runes if that is the case, we have that compared with the base E. HP, as a mean for all the levels, this is the % of E. HP you gain each case:

Case 1 9,29% Case 2 11,31% Case 3 8,99% Case 4 10,18% Case 5 9,33% Case 6 11,02% Case 7 10,71% Case 8 11,01%

So, case 2 would be the best one, in which you have 1 armor quint and 9 scaling HP seals.

Now, taking in account that the damage you could get from enemies latter in the game would increase enormously (as the damage you'd be doing alone ). With that in mind, you'd need a balanced runes, but with a slightly better early, in that case the runes from the guide are the way to go.

I don't know if my analysis is right, or my English so crappy that none understand me but if anyone have something to say, I'd like to read it.

TL;DR According the images and the %, is the 2nd case a better option than the 8th?

Thanks for your time!

-TDeadFather

The first thing I did was recreate your spreadsheet with a few slight differences. I included a "below average" shading in addition to your 1st 2nd and 3rd shadings and rounded every number to 2 decimal places.

Here's the result. Notice how the 8th case (the one recommended in the guide) is the only case with no below average entries.

That aside when we compare it to your original spreadsheet you can tell that your analysis was accurate in what it covers. Unfortunately, it fails to cover every detail. To be thorough we need to include 70 HP from your D-Blade and the 36 HP + 3% HPp (Health Point Percentage Increase) from masteries.

With starting items and masteries accounted for the spreadsheet looks like this. Truth be told, that doesn't really shake things up. Notice however that the 8th case is still the only case with 0 below average entries. It's not flat out better than the other cases, but it holds true to the balance that it was intended for.

Hopefully that answers your question. Thanks again for such a well thought out question. Sorry it took me so long to address it.

P.S.

There's actually a better way to calculate Effective Health than what is currently on the wiki.

The wiki gives you these formulas:

In short the formula is:

Physical Effective Health = Max Health × (1 + (Armor / 100)) 

Magical Effective Health = Max Health × (1 + (Magic Resist / 100)) 

Effective Health = Max Health / (1 - Total % Damage Reduction) 

While accurate, it's a bit impractical to have a separate formula for damage reduction. So I derived this one:

HP × (100 + R) / (100 × DM)

Where R is the resistance (either AR or MR) and DM is the damage modifier which is all direct damage modifications added multiplicatively.

CrimsonCore10/9/2014, 4:02:45 PM1 votes

The last question from the thread:

Exactly, what kind of test would it be? Trying different types of buildings or so? -TDeadFather

My intention is to give a select few beta testers a copy of the application itself (with limited functionality). All I ask is that they check it out and provide all the feedback they can. Especially suggestions on making things more user friendly.

DerKaiserGermany10/9/2014, 5:14:33 PM1 votes

Hey Crimson, just curious: In the guide when it says in particularly difficult lanes to rush Bork as the first item for its lifesteal, would the optimal 2nd item be ghostblade or IE? Or is that section still outdated and try to rush IE with a couple doran's regardless of matchup?

Krukkevogn IV10/29/2014, 1:06:28 AM1 votes

From one theorycrafter to another. Isn't it better to take the extra point in [Warlord] instead of [Double-Edged Sword]?

With [Warlord] you will get 1,5% more damage without giving both on the enemysite-botlane 1,5% more damage to you. :)

TDeadFather11/26/2014, 6:46:42 PM1 votes

Hi Crimson,

I'm wondering if you've made some calculations about this new Kalista champ.

Rushing IE and maxing Q, or rushing BoTRK and maxing E first seems both be really viable, but not sure about the optimal, mathwise talking...

Thanks

Wyenot11/26/2014, 11:10:03 PM1 votes

I've tried your build from earlier when it was posted on the old forums. It's awesome and I highly recommend it.