Why would you take dodge over armour for mitigation when it doesn't work against physical abilities or towers? I might start using it again on Udyr though just for nimbleness procs. Actually, I don't spec into nimbleness anymore. I probably should. I've been trying out 16/3/11 with some success though.
alright let's get some flat numbers outta the way
9 flat armor yellows nets you 12.69 armor
scaling gives 1.35 at lvl 1 and 24.3 at 18
cloth armor gives 18 armor
madreds gives 23 and wriggles gives 30
nocturne starts the game with 17 armor and gains 3.5 per lvl, giving him 76.5 base at 18
9 flat dodge runes provide 6.75% dodge
alright
his BASE DR at lvl 1 naked is 14.53%
with just flat 22.89% (increase of 8.36%)
with cloth armor 25.93%
with cloth and runes 32.29% (the runes provide rough increase of 6.3%)
it's at this point flat armor runes already provide a lower benefit than dodge runes do
now I'll do the maths for lvl scaling runes
base naked at 18 is 43.34%
with runes 50.2%
with wriggles(which you should have because fucking seriously) is 52.57%
with both runes and wriggles 56.67 (only a 4.1% increase over just wriggles)
the dr get's worse the more armor items you buy
so, there you go, dodge is flat better
also note, nocturne has some of the lowest starting armor of standard junglers, and the higher the base armor, the worse armor runes are
A little bit of math is a dangerous thing.
Lets look at a champion EHP at any given armor level. League of Legends has brilliantly simple armor to EHP scaling.
10 armor - 1.1x EHP, or 10% bonus health
50 armor - 1.5x EHP, or 50% bonus health
75 armor - 1.75x EHP, or 75% bonus health
100 armor - 2x EHP, or 100% bonus health
200 armor - 3x EHP, or 200% bonus health
500 armor - 6x EHP, or 500% bonus health
1000 armor - 11x EHP, or 1000% bonus health
Flat armor yellows give 12.69 armor (a flat 13% more survivability) Armor/level yellows give 24.3 armor @ 18 (a flat 24% more survivability) Dodge runes give 6.75 dodge (a multiplicative 1.0724% more survivability)
Now lets look at what each yellow rune setup gives you at any given armor level.
10 armor - 1.1x EHP, 1.23x EHP with flat armor, 1.34x EHP with armor/lvl, 1.18x EHP with dodge runes
50 armor - 1.5x EHP, 1.63x EHP with flat armor, 1.74x EHP with armor/lvl, 1.61x EHP with dodge runes
75 armor - 1.75x EHP, 1.88x EHP with flat armor, 1.99x EHP with armor/lvl, 1.88x EHP with dodge runes
100 armor - 2x EHP, 2.13x EHP with flat armor, 2.24x EHP with armor/lvl, 2.14x EHP with dodge runes
200 armor - 3x EHP, 3.13x EHP with flat armor, 3.24x EHP with armor/lvl, 3.22x EHP with dodge runes
500 armor - 6x EHP, 6.13x EHP with flat armor, 6.24x EHP with armor/lvl, 6.43x EHP with dodge runes
1000 armor - 11x EHP, 11.13x EHP with flat armor, 11.24x EHP with armor/lvl, 11.8x EHP with dodge runes
So, we notice that flat armor is better than dodge until 75 armor. Also, at level 18, armor/lvl gives more benefit than dodge up until some point between 200 and 500 armor. Incidentally, we can create an equation to find the EHP gains of various runes. Warning math in spoiler.
rEHP = EHP * dodgebonus
rEHP = EHP + armorbonus
--Setting the equations equal to each other gives
EHP*dodgebonus=EHP + armorbonus
(EHP*dodgebonus) - EHP = armorbonus
(EHP*dodgebonus)-(EHP*1)=armorbonus
EHP*(dodgebonus-1)=armorbonus
EHP=armorbonus/(dodgebonus-1)
--Remember that we actually have the values of two of these variables. Armorbonus is .1269 for flat, .243 for lvl. And dodgebonus is 1.0724
EHP=.1269/.0724 ----> 1.7528. AKA, you achieve parity at 1.7528 EHP. This means if you have less than 75 armor (not counting runes), flat armor is better while dodge is better if you have more than 75 armor. If wriggles is your only armor item, dodge becomes better than flat armor at level 9 (due to nocturne's natural armor/lvl gain).
EHP=.243/.0724 ----> 3.3563. AKA, you achieve parity at 3.3563 EHP. This means if you plan on having less than 335 armor, armor/lvl is better while dodge is better if you have more than 335 armor.
Who said you'd never use math in real life?
TLDR;
Dodge is NOT better than flat armor early game. Dodge IS better than flat armor in mid/late game. If you are using wriggles as your only +armor item, dodge becomes better than flat armor at level 9.
Dodge IS better than armor/lvl early game (but we already knew that). Dodge is NOT better than armor/lvl in late game, unless you're stacking nothing but thornmails or something. Even then you'd be better to stack HP. Note, that by level 10, armor/lvl will have caught up to flat armor, meaning it's better than dodge in the aforementioned wriggle's situation.
TLDRDR;
This shows that dodge is a midgame compromise choice. Worse than flat armor early game, but better later. Worse than armor/level in the mid and late game, but better earlier.
Man, I added two TLDRs and I still couldn't make it comprehensible. Let me try this again.
If the game is going to be decided before level 9-10ish, you should get flat armor.
If the game is going to be decided after level 9-10ish, you should get armor/lvl.
If you have no idea which you're trying to be dominant in, or if you're going to rush massive armor, you should get dodge.
zerg rush on
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
Oooh, now do the same for The Chalice vs. the Tear of the Goddess at 2/4/6/8/10/12/14/16. Nobody is going to keep a chalice at 18 if they can help it. amiright?
e: Clarification. I have been running the chalice on Cass whenever I'm up against an AP solo mid. I actually went against a Cass the other day who went the tear route while I went the chalice route. I don't know if it was because She was terrible or I was good or a combination of her being terrible and I being lucky, but I was always able to spam my Q at her and she was always gone from the lane oom. When I hit 6 she was still 4.
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Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Anyone else really want a normal mode draft pick game type?
I think it would be the cools.
This would be awesome.
Also, Rak:
+1 awesomeness for Anchorman
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But you, pig, are a lucky one. Tell us what we wish to know, and you may yet keep your bacon.
Nemlock for online gaming
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BethrynUnhappiness is MandatoryRegistered Userregular
edited April 2011
I'm not really sure why you applied Dodge to effective HP, as Dodge scales with the enemies' damage and not with your health pool.
If you have 100 EHP before applying your Dodge "EHP", and you dodge an attack for 10 damage, your Dodge "EHP" gain is clearly distinct from dodging an attack for 20 damage.
(your conclusion is fairly sound though; I ran a similar experiment basically testing how many hits you would take from various levels of DPS at various levels of armour and HP and dodge; armour tends to win out unless the enemy has very high DPS and you have very low armour)
I'm not really sure why you applied Dodge to effective HP, as Dodge scales with the enemies' damage and not with your health pool.
If you have 100 EHP before applying your Dodge "EHP", and you dodge an attack for 10 damage, your Dodge "EHP" gain is clearly distinct from dodging an attack for 20 damage.
(your conclusion is fairly sound though; I ran a similar experiment basically testing how many hits you would take from various levels of DPS at various levels of armour and HP and dodge; armour tends to win out unless the enemy has very high DPS and you have very low armour)
You can still apply dodge as a probability to EHP. With enough shots, it comes out exactly the same as any other EHP addition, regardless of enemy DPS output. Lets look at it this way with concrete numbers.
You're cho'gath with 3000 HP. Ashe is hitting you for 50 damage a shot. It takes 60 shots for Ashe to kill you. Now you gain 6.75% dodge. It would now take ashe ~64-65 shots to kill you, because about 4-5 of them missed. Means you survive 7% more shots depending on how much you dodge. You could dodge more or less, but it will hover at around 7% EHP increase.
Lets say Ashe comes back with a 20 stack sword of the occult and a bloodthirster, and is hitting you for 100 damage a shot. It takes Ashe 30 shots to kill you with her new weapons. Again, you gain 6.75% dodge. It would now take Ashe ~32-33 shots to kill you, (you only dodged 2-3 this time because she only fired half as many shots). This still 7% more shots until you die, even though she doubled her damage.
No matter how hard the enemy hits, you still gain 7% EHP. This is on average, you could get lucky and dodge more or get unlucky and not dodge. But your EHP gain should stay at roughly the same amount regardless of enemy damage.
zerg rush on
0
BethrynUnhappiness is MandatoryRegistered Userregular
edited April 2011
Yeah, I think I see where I'm getting confused. A single dodge in the latter scenario is worth 100 damage, even though in both scenarios 300 damage total is dodged.
I'm not really sure why you applied Dodge to effective HP, as Dodge scales with the enemies' damage and not with your health pool.
If you have 100 EHP before applying your Dodge "EHP", and you dodge an attack for 10 damage, your Dodge "EHP" gain is clearly distinct from dodging an attack for 20 damage.
(your conclusion is fairly sound though; I ran a similar experiment basically testing how many hits you would take from various levels of DPS at various levels of armour and HP and dodge; armour tends to win out unless the enemy has very high DPS and you have very low armour)
You can still apply dodge as a probability to EHP. With enough shots, it comes out exactly the same as any other EHP addition, regardless of enemy DPS output. Lets look at it this way with concrete numbers.
You're cho'gath with 3000 HP. Ashe is hitting you for 50 damage a shot. It takes 60 shots for Ashe to kill you. Now you gain 6.75% dodge. It would now take ashe ~64-65 shots to kill you, because about 4-5 of them missed. Means you survive 7% more shots depending on how much you dodge. You could dodge more or less, but it will hover at around 7% EHP increase.
Lets say Ashe comes back with a 20 stack sword of the occult and a bloodthirster, and is hitting you for 100 damage a shot. It takes Ashe 30 shots to kill you with her new weapons. Again, you gain 6.75% dodge. It would now take Ashe ~32-33 shots to kill you, (you only dodged 2-3 this time because she only fired half as many shots). This still 7% more shots until you die, even though she doubled her damage.
No matter how hard the enemy hits, you still gain 7% EHP. This is on average, you could get lucky and dodge more or get unlucky and not dodge. But your EHP gain should stay at roughly the same amount regardless of enemy damage.
What cost is there towards protection from physical damage skills when taking dodge instead of armor?
Though it's very dependant on team composition whether the bulk of the damage you take comes from physical/magical/autoattack damage, it is something to think about.
Wait, wait, did he say what I think he did? With max CDR you can keep stunning someone with only Sear?
It looks like a one second stun, on what looks like a three second cooldown. AND he ticks for max% health the entire time due to his passive. Jesus christ, Brand is going to be a giant barrel of fuck.
League of Legends v1.0.0.115
Brand, The Burning Vengeance
* Blaze (Passive): Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.
* Sear: Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, the target will be stunned for 2 seconds.
* Pillar of Flame: After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.
* Conflagration: Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, the conflagration spreads to nearby enemies.
* Pyroclasm (Ultimate): Brand unleashes a devastating torrent of fire, dealing damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
Cassiopeia
* Twin Fang cast animation sped up
* Petrifying Gaze
o Cast animation sped up
o Cast range increased to 850 from 700 (effect now roughly matches the particle)
o Damage increased to 200/325/450 from 150/275/400
o Cooldown reduction with rank is now reflected in the levelup tooltip
o More accurately targets enemies that move in/out of the area during the cast time
Dr. Mundo
* Base health reduced to 522 from 560
* Health per level reduced to 89 from 92
* Sadism cooldown increased to 75 seconds from 60
Ezreal
* Fixed a bug where Mystic Shot was granting 2 charges of Guinsoo's Rageblade/Tear of the Goddess upon cast
Galio
* Resolute Smite
o Damage increased to 80/135/190/245/300 from 60/115/170/225/280
o Ability power ratio increased to 0.8 from 0.75
o Cooldown reduced to 7 from 8
* Righteous Gust
o Movespeed increased to 20/28/36/44/52 from 20/25/30/35/40
o Righteous Gust now applies the movespeed buff to Galio more quickly
o Damage reduced to 60/105/150/195/240 from 65/110/155/200/245
Karma
* Fixed a bug where the visual for Heavenly Wave occasionally wouldn't align with the direction cast
* Mantra Soul Shield now shows an area of effect indicator when your cursor hovers over an ally
Kassadin
* Fixed a bug where the visual for Force Pulse occasionally wouldn't align with the direction cast
Katarina
* Killer Instincts healing reduction on Bouncing Blades duration reduced to 5 from 10
Kog'Maw
* Fixed a bug where Void Ooze counted as individual units and could break things like Mushrooms, block skillshots, etc
Lee Sin
* Sonic Wave
o Base damage reduced to 50/80/110/140/170 from 60/90/120/150/180
o Improved the general missile usability
* Resonating Strike base damage reducedto 50/80/110/140/170 from 60/90/120/150/180
* Safeguard range increased by 50
* Iron Will lifesteal and spell vamp percent reduced to 5/10/15/20/25 from 10/15/20/25/30
* Changes deployed in the April 5th hotfix
o Sonic Wave bonus attack damage scaling increased to 1.0 from 0.8
o Resonating Strike bonus attack damage scaling inceased to 1.0 from 0.8
o Tempest bonus attack damage scaling inceased to 1.0 from 0.6
o Dragon's Rage bonus attack damage scaling inceased to 2.0 from 1.5
o Flurry passive energy gain increased to 15 from 10 per hit
Maokai
* Base movespeed increased to 310 from 305
* Base health per level increased to 90 from 82
* Base armor per level increased to 4.0 from 3.5
Miss Fortune
* Impure Shots healing reduction debuff duration reduced to 3 from 8
Nocturne
* Duskbringer attack damage bonus reduced to 15/25/35/45/55 from 20/30/40/50/60
* Unspeakable Horror
o Cast range reduced to 475 from 500 and leash range reduced to 550 from 600
o Fixed a bug where breaking the leash near the end would still trigger the fear
o Fixed a bug where adding a spell shield like Banshee's Veil while Unspeakable Horror was on you would block the fear effect
* Paranoia range reduced to 2000/2750/3500 from 2500/3250/4000
Olaf
* Fixed a bug where Ragnarok was reducing true damage
Pantheon
* Aegis Protection now shows an alternate run animation for Pantheon while active
Renekton
* Cull the Meek
o Heal reduced to 5% from 7.5%
o Fury heal reduced to 10% from 15%
* Slice and Dice
o Damage reduced to 30/60/90/120/150 from 45/75/105/135/165
o Attack damage ratio increased to .9 from .6
o Cooldown adjusted to 18/17/16/15/14 from 20/18/16/14/12
* Dominus damage reduced to 40/70/100 from 50/75/100
Shen
* Stand United shield strength reduced to 200/475/750 from 300/525/750
Singed
* Insanity Potion
o Fixed a bug where the particle lasted longer than the buff
o No longer gives attack speed or attack damage, but now gives magic resist and crowd control reduction(10%/20%/30%)
Sion
* Cryptic Gaze stun duration reduced to 1.5 from 2 at all levels
Sona
* Hymn of Valor mana cost reduced to 65 from 75
* Aria of Perseverance mana cost reduced to 65 from 75
* Song of Celerity mana cost reduced to 65 from 75
* Fixed a bug where Power Chord: Diminuendo was reducing true damage
Soraka
* Infuse now grants assist credit on ally cast.
Teemo
* Noxious Trap
o Mushroom reload time increased to 35/31/27 from 30/26/22
o Damage reduced to 200/400/600 from 250/475/700
o Fixed a bug that calculated the AP coefficient lower than intended
* Move Quick cooldown increased to 22 seconds from 13
Tristana
* Explosive Shot
o Damage now applies over 5 seconds instead of 4 to 8
o Total damage increased to 110/140/170/200/230 up from 100/125/150/175/200
o Healing reduction duration is now a static 5 from 3 to 8
Twisted Fate
* Pick a Card
o Fixed a bug where Red Card would sometimes fail to damage targets that were moving away from you
o Fixed a bug where Pick a Card's locked particle wouldn't show to enemies after leaving brush
o Fixed a bug where Red and Gold card damage did not match the tooltip
o Pick a Card now deals entirely magic damage, rather than normal physical damage plus bonus magic damage
o Blue Card now restores mana equal to 50% of the damage dealt
o Updated the 'Lock Card' tooltip with more detailed damage information
* Destiny
o Fixed a bug where Destiny would show allies it was always ready to cast, even if it wasn't
o Fixed a bug where Gate's channel could be dispelled by Cleanse or Quicksilver Sash, teleporting him immediately
o Fixed a bug where Destiny's duration was not being properly reflected in the tooltip (6/8/10 seconds)
o Destiny now shows a buff so Twisted Fate knows how long he has to teleport
* Tango Twisted Fate skin run animation has been fixed to look more natural
Xin'Zhao
* Battle Cry duration reduced to 5 from 7
* Crescent Sweep duration reduced to 6 from 8
* Audacious Charge cooldown adjusted to 16/15/14/13/12 from 18/16/14/12/10
Items
* Fixed a bug where a capped Leviathan was reducing true damage
* Wriggle's Lantern
o Combine cost increased to 150 from 75
o Life Steal increased to 18% from 14%
o Changed proc to magic damage from physical damage
* Heart of Gold
o Recipe Changed: Ruby Crystal + 350 Gold
o Now gives: +250 Health +5 Gold per 5
* Randuin's Omen armor reduced to 53 from 80
* B.F. Sword
o Attack damage reduced to 45 from 50
o Gold Cost decreased by 200
* Cloak Of Agility gold cost decreased by 50
* Infinity Edge
o Attack Damage increased to 80 from 75
o Critical Strike increased to 25% from 20%
* Hextech Revolver spell vamp increased to 20% from 15%
* Hextech Gunblade Spellvamp increased to 25% from 20%
* Will of the Ancients spellvamp increased to 25% from 20%
General
* Fixed a bug where several monster camps wouldn't remove the skull if you scouted them and they were empty
* Fixed a bug where Miasma, Nevermove, and CH1 Concussion Grenade would inconsistently reveal their champion from brush
He'll still die exactly 2.1 seconds after pressing W, so I see no problem.
Sokpuppet on
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DyvionBack in Sunny Florida!!Registered Userregular
edited April 2011
Cass & Swain buffs!
(I always run hextech/WoA on my swain)
Dyvion on
Steam: No Safety In Life
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
0
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited April 2011
BF sword change makes my corki/ashe lanes a little less stressful because I end up with IEdge most of the time anyways.
Less money needed before back is a good thing. Returning with BF and no boots or boots and NOTHING is a little sad
TIFunkalicious on
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited April 2011
Woot slight Sona buff
Tthough really I'd like to see them realize that her passive is awesome early game and then 100% retarded and unfeasable mid to late game because you're spamming your abilities as quickly as they come off cooldown and micromanaging that shit is goddamn impossible.
Just did a 3v3 - Yi / Eve / Trist (me) vs Fiddle / Veigar / Nidalee. Fiddle is talking trash all game. Sure, he has about 17 kills to his name, but his team only has 20, and our team is still winning 38-20. We play defensively for 5 minutes while Eve DC's and we lose 2 towers in the process. Eve Reconnects, the three of them push bottom tower hard, I keep them distracted while Yi and Eve go wail on their nexus. Just as Fiddle types "owned you noobs," destroying our bottom tower, his nexus goes down.
Victory is sweet.
In other news, what in the world can I do against his life steal besides explosive shot. Early game he sucked me dry like none other.
Edit: Why can't firefighter Trist have a sweet redneck moustache?
Priest on
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
It's low level (level 11) Solo Queue - no one pays attention to team comp. It's sort of more fun that way. Sometimes you get stomped, sometimes you get a crazy matchup.
Posts
No, I do not want normal queue draft mode. Go play customs or something if you care that much.
It would be nice if picks weren't blind, though.
A little bit of math is a dangerous thing.
Lets look at a champion EHP at any given armor level. League of Legends has brilliantly simple armor to EHP scaling.
Flat armor yellows give 12.69 armor (a flat 13% more survivability)
Armor/level yellows give 24.3 armor @ 18 (a flat 24% more survivability)
Dodge runes give 6.75 dodge (a multiplicative 1.0724% more survivability)
Now lets look at what each yellow rune setup gives you at any given armor level.
So, we notice that flat armor is better than dodge until 75 armor. Also, at level 18, armor/lvl gives more benefit than dodge up until some point between 200 and 500 armor. Incidentally, we can create an equation to find the EHP gains of various runes. Warning math in spoiler.
rEHP = EHP + armorbonus
--Setting the equations equal to each other gives
EHP*dodgebonus=EHP + armorbonus
(EHP*dodgebonus) - EHP = armorbonus
(EHP*dodgebonus)-(EHP*1)=armorbonus
EHP*(dodgebonus-1)=armorbonus
EHP=armorbonus/(dodgebonus-1)
--Remember that we actually have the values of two of these variables. Armorbonus is .1269 for flat, .243 for lvl. And dodgebonus is 1.0724
EHP=.1269/.0724 ----> 1.7528. AKA, you achieve parity at 1.7528 EHP. This means if you have less than 75 armor (not counting runes), flat armor is better while dodge is better if you have more than 75 armor. If wriggles is your only armor item, dodge becomes better than flat armor at level 9 (due to nocturne's natural armor/lvl gain).
EHP=.243/.0724 ----> 3.3563. AKA, you achieve parity at 3.3563 EHP. This means if you plan on having less than 335 armor, armor/lvl is better while dodge is better if you have more than 335 armor.
Who said you'd never use math in real life?
TLDR;
Dodge is NOT better than flat armor early game. Dodge IS better than flat armor in mid/late game. If you are using wriggles as your only +armor item, dodge becomes better than flat armor at level 9.
Dodge IS better than armor/lvl early game (but we already knew that). Dodge is NOT better than armor/lvl in late game, unless you're stacking nothing but thornmails or something. Even then you'd be better to stack HP. Note, that by level 10, armor/lvl will have caught up to flat armor, meaning it's better than dodge in the aforementioned wriggle's situation.
TLDRDR;
This shows that dodge is a midgame compromise choice. Worse than flat armor early game, but better later. Worse than armor/level in the mid and late game, but better earlier.
I don't fucking understand any of this.
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If the game is going to be decided before level 9-10ish, you should get flat armor.
If the game is going to be decided after level 9-10ish, you should get armor/lvl.
If you have no idea which you're trying to be dominant in, or if you're going to rush massive armor, you should get dodge.
e: Clarification. I have been running the chalice on Cass whenever I'm up against an AP solo mid. I actually went against a Cass the other day who went the tear route while I went the chalice route. I don't know if it was because She was terrible or I was good or a combination of her being terrible and I being lucky, but I was always able to spam my Q at her and she was always gone from the lane oom. When I hit 6 she was still 4.
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
This would be awesome.
Also, Rak:
+1 awesomeness for Anchorman
Nemlock for online gaming
If you have 100 EHP before applying your Dodge "EHP", and you dodge an attack for 10 damage, your Dodge "EHP" gain is clearly distinct from dodging an attack for 20 damage.
(your conclusion is fairly sound though; I ran a similar experiment basically testing how many hits you would take from various levels of DPS at various levels of armour and HP and dodge; armour tends to win out unless the enemy has very high DPS and you have very low armour)
You can still apply dodge as a probability to EHP. With enough shots, it comes out exactly the same as any other EHP addition, regardless of enemy DPS output. Lets look at it this way with concrete numbers.
You're cho'gath with 3000 HP. Ashe is hitting you for 50 damage a shot. It takes 60 shots for Ashe to kill you. Now you gain 6.75% dodge. It would now take ashe ~64-65 shots to kill you, because about 4-5 of them missed. Means you survive 7% more shots depending on how much you dodge. You could dodge more or less, but it will hover at around 7% EHP increase.
Lets say Ashe comes back with a 20 stack sword of the occult and a bloodthirster, and is hitting you for 100 damage a shot. It takes Ashe 30 shots to kill you with her new weapons. Again, you gain 6.75% dodge. It would now take Ashe ~32-33 shots to kill you, (you only dodged 2-3 this time because she only fired half as many shots). This still 7% more shots until you die, even though she doubled her damage.
No matter how hard the enemy hits, you still gain 7% EHP. This is on average, you could get lucky and dodge more or get unlucky and not dodge. But your EHP gain should stay at roughly the same amount regardless of enemy damage.
http://www.youtube.com/watch?v=vvuAw6KNn2E
What cost is there towards protection from physical damage skills when taking dodge instead of armor?
Though it's very dependant on team composition whether the bulk of the damage you take comes from physical/magical/autoattack damage, it is something to think about.
get thornmail
(every 3v3 I do seems to have 2-3 autoattackers on the enemy team)
Wait, wait, did he say what I think he did? With max CDR you can keep stunning someone with only Sear?
It looks like a one second stun, on what looks like a three second cooldown. AND he ticks for max% health the entire time due to his passive. Jesus christ, Brand is going to be a giant barrel of fuck.
New Skins in the Store
* Vandal Brand
* Apocalyptic Brand
* Gragas, Esq.
* Time Machine Zilean
League of Legends v1.0.0.115
Brand, The Burning Vengeance
* Blaze (Passive): Brand's spells light his targets ablaze, dealing 2% of their maximum Health in magic damage per second for 4 seconds.
* Sear: Brand launches a ball of fire forward that deals magic damage. If the target is ablaze, the target will be stunned for 2 seconds.
* Pillar of Flame: After a short delay, Brand creates a pillar of flame at a target area, dealing magic damage to enemy units with the area. Units that are ablaze take an additional 25% damage.
* Conflagration: Brand conjures a powerful blast at his target, dealing magic damage to them. If the target is ablaze, the conflagration spreads to nearby enemies.
* Pyroclasm (Ultimate): Brand unleashes a devastating torrent of fire, dealing damage each time it bounces. If a target is ablaze, Pyroclasm's missile speed increases.
Cassiopeia
* Twin Fang cast animation sped up
* Petrifying Gaze
o Cast animation sped up
o Cast range increased to 850 from 700 (effect now roughly matches the particle)
o Damage increased to 200/325/450 from 150/275/400
o Cooldown reduction with rank is now reflected in the levelup tooltip
o More accurately targets enemies that move in/out of the area during the cast time
Dr. Mundo
* Base health reduced to 522 from 560
* Health per level reduced to 89 from 92
* Sadism cooldown increased to 75 seconds from 60
Ezreal
* Fixed a bug where Mystic Shot was granting 2 charges of Guinsoo's Rageblade/Tear of the Goddess upon cast
Galio
* Resolute Smite
o Damage increased to 80/135/190/245/300 from 60/115/170/225/280
o Ability power ratio increased to 0.8 from 0.75
o Cooldown reduced to 7 from 8
* Righteous Gust
o Movespeed increased to 20/28/36/44/52 from 20/25/30/35/40
o Righteous Gust now applies the movespeed buff to Galio more quickly
o Damage reduced to 60/105/150/195/240 from 65/110/155/200/245
Karma
* Fixed a bug where the visual for Heavenly Wave occasionally wouldn't align with the direction cast
* Mantra Soul Shield now shows an area of effect indicator when your cursor hovers over an ally
Kassadin
* Fixed a bug where the visual for Force Pulse occasionally wouldn't align with the direction cast
Katarina
* Killer Instincts healing reduction on Bouncing Blades duration reduced to 5 from 10
Kog'Maw
* Fixed a bug where Void Ooze counted as individual units and could break things like Mushrooms, block skillshots, etc
Lee Sin
* Sonic Wave
o Base damage reduced to 50/80/110/140/170 from 60/90/120/150/180
o Improved the general missile usability
* Resonating Strike base damage reducedto 50/80/110/140/170 from 60/90/120/150/180
* Safeguard range increased by 50
* Iron Will lifesteal and spell vamp percent reduced to 5/10/15/20/25 from 10/15/20/25/30
* Changes deployed in the April 5th hotfix
o Sonic Wave bonus attack damage scaling increased to 1.0 from 0.8
o Resonating Strike bonus attack damage scaling inceased to 1.0 from 0.8
o Tempest bonus attack damage scaling inceased to 1.0 from 0.6
o Dragon's Rage bonus attack damage scaling inceased to 2.0 from 1.5
o Flurry passive energy gain increased to 15 from 10 per hit
Maokai
* Base movespeed increased to 310 from 305
* Base health per level increased to 90 from 82
* Base armor per level increased to 4.0 from 3.5
Miss Fortune
* Impure Shots healing reduction debuff duration reduced to 3 from 8
Nocturne
* Duskbringer attack damage bonus reduced to 15/25/35/45/55 from 20/30/40/50/60
* Unspeakable Horror
o Cast range reduced to 475 from 500 and leash range reduced to 550 from 600
o Fixed a bug where breaking the leash near the end would still trigger the fear
o Fixed a bug where adding a spell shield like Banshee's Veil while Unspeakable Horror was on you would block the fear effect
* Paranoia range reduced to 2000/2750/3500 from 2500/3250/4000
Olaf
* Fixed a bug where Ragnarok was reducing true damage
Pantheon
* Aegis Protection now shows an alternate run animation for Pantheon while active
Renekton
* Cull the Meek
o Heal reduced to 5% from 7.5%
o Fury heal reduced to 10% from 15%
* Slice and Dice
o Damage reduced to 30/60/90/120/150 from 45/75/105/135/165
o Attack damage ratio increased to .9 from .6
o Cooldown adjusted to 18/17/16/15/14 from 20/18/16/14/12
* Dominus damage reduced to 40/70/100 from 50/75/100
Shen
* Stand United shield strength reduced to 200/475/750 from 300/525/750
Singed
* Insanity Potion
o Fixed a bug where the particle lasted longer than the buff
o No longer gives attack speed or attack damage, but now gives magic resist and crowd control reduction(10%/20%/30%)
Sion
* Cryptic Gaze stun duration reduced to 1.5 from 2 at all levels
Sona
* Hymn of Valor mana cost reduced to 65 from 75
* Aria of Perseverance mana cost reduced to 65 from 75
* Song of Celerity mana cost reduced to 65 from 75
* Fixed a bug where Power Chord: Diminuendo was reducing true damage
Soraka
* Infuse now grants assist credit on ally cast.
Teemo
* Noxious Trap
o Mushroom reload time increased to 35/31/27 from 30/26/22
o Damage reduced to 200/400/600 from 250/475/700
o Fixed a bug that calculated the AP coefficient lower than intended
* Move Quick cooldown increased to 22 seconds from 13
Tristana
* Explosive Shot
o Damage now applies over 5 seconds instead of 4 to 8
o Total damage increased to 110/140/170/200/230 up from 100/125/150/175/200
o Healing reduction duration is now a static 5 from 3 to 8
Twisted Fate
* Pick a Card
o Fixed a bug where Red Card would sometimes fail to damage targets that were moving away from you
o Fixed a bug where Pick a Card's locked particle wouldn't show to enemies after leaving brush
o Fixed a bug where Red and Gold card damage did not match the tooltip
o Pick a Card now deals entirely magic damage, rather than normal physical damage plus bonus magic damage
o Blue Card now restores mana equal to 50% of the damage dealt
o Updated the 'Lock Card' tooltip with more detailed damage information
* Destiny
o Fixed a bug where Destiny would show allies it was always ready to cast, even if it wasn't
o Fixed a bug where Gate's channel could be dispelled by Cleanse or Quicksilver Sash, teleporting him immediately
o Fixed a bug where Destiny's duration was not being properly reflected in the tooltip (6/8/10 seconds)
o Destiny now shows a buff so Twisted Fate knows how long he has to teleport
* Tango Twisted Fate skin run animation has been fixed to look more natural
Xin'Zhao
* Battle Cry duration reduced to 5 from 7
* Crescent Sweep duration reduced to 6 from 8
* Audacious Charge cooldown adjusted to 16/15/14/13/12 from 18/16/14/12/10
Items
* Fixed a bug where a capped Leviathan was reducing true damage
* Wriggle's Lantern
o Combine cost increased to 150 from 75
o Life Steal increased to 18% from 14%
o Changed proc to magic damage from physical damage
* Heart of Gold
o Recipe Changed: Ruby Crystal + 350 Gold
o Now gives: +250 Health +5 Gold per 5
* Randuin's Omen armor reduced to 53 from 80
* B.F. Sword
o Attack damage reduced to 45 from 50
o Gold Cost decreased by 200
* Cloak Of Agility gold cost decreased by 50
* Infinity Edge
o Attack Damage increased to 80 from 75
o Critical Strike increased to 25% from 20%
* Hextech Revolver spell vamp increased to 20% from 15%
* Hextech Gunblade Spellvamp increased to 25% from 20%
* Will of the Ancients spellvamp increased to 25% from 20%
General
* Fixed a bug where several monster camps wouldn't remove the skull if you scouted them and they were empty
* Fixed a bug where Miasma, Nevermove, and CH1 Concussion Grenade would inconsistently reveal their champion from brush
[/QUOTE]
http://www.leagueoflegends.com/board/showthread.php?t=649670
e: god damn you
Like, can Kennen even do that much?
* Aegis Protection now shows an alternate run animation for Pantheon while active
HA YES
He can stun more frequently, but his stuns prorate in duration.
Oops.
And this patch will make it more stupid.
What's that? 500dmg Transfusions every 2 seconds that heal for 200hp?
Yes.
(I always run hextech/WoA on my swain)
PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
Less money needed before back is a good thing. Returning with BF and no boots or boots and NOTHING is a little sad
Tthough really I'd like to see them realize that her passive is awesome early game and then 100% retarded and unfeasable mid to late game because you're spamming your abilities as quickly as they come off cooldown and micromanaging that shit is goddamn impossible.
HoG makes me sad though
Just did a 3v3 - Yi / Eve / Trist (me) vs Fiddle / Veigar / Nidalee. Fiddle is talking trash all game. Sure, he has about 17 kills to his name, but his team only has 20, and our team is still winning 38-20. We play defensively for 5 minutes while Eve DC's and we lose 2 towers in the process. Eve Reconnects, the three of them push bottom tower hard, I keep them distracted while Yi and Eve go wail on their nexus. Just as Fiddle types "owned you noobs," destroying our bottom tower, his nexus goes down.
Victory is sweet.
In other news, what in the world can I do against his life steal besides explosive shot. Early game he sucked me dry like none other.
Edit: Why can't firefighter Trist have a sweet redneck moustache?
Like, they're Bizarro TT Teams
It's low level (level 11) Solo Queue - no one pays attention to team comp. It's sort of more fun that way. Sometimes you get stomped, sometimes you get a crazy matchup.