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New Kog'Maw Theorycraft Thread

Creator: Jebus McAzn May 24, 2011 5:35pm
Skrallz
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I would rush a recurve bow with boots that are completely situational. Then get a health crystal, after that finish your madreds and your frozen mallet. By that time you will have a slow from AA's and a slow from your E, enabling you to kite like a madman. I was also thinking, a guinsoo's would be perfect on him since it gives him all the stats he needs. If he gets chased down with 8 stacks of Guinsoo's he can just kite the person with a hard hitting ult.

The good thing about kog, is that if he isn't focused down, he will completely melt your carry, but with this build, even if you are focused you will still destroy the enemy team.



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First game with new kog. Seems like a very strong build. Very strong poke, but i can still do ****loads of dmg with my W.
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Stacking on hit items will always be the way to go on Kog, unless they change him more radically of course.
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One thing I've always been curious about, yet never asked...

I know the general formula for MR is:

MR = (MR-Flat MP)*(100-MP%)/100

Then the damage adjustment is MR/(100+MR)

Say you have a Kog with 19 MP from runes, 20 from Sorc boots, 24 from 4 stacks Malady, another 20 from abyssal rod, and then the last 25 from his Q... altogether, this would be 108 MP.

Most champs have around 30 MR base... so this would normally result in a -78 MR for the champ.
Therefore magic damage against them would be multiplied by 3.545 before MP%. (-78/[100-78] = -78/22 = -3.545) The new player faq really doesn't cover negative MR well... so I'd assume its calculated this way.

The question is, from talents, I also have 15% MP. Does this technically reduce my damage against targets reduced to -MR? If so... that would mean I'd only get a 1.967 damage multiplier against targets that don't take MR.

Just, thinking. because with just BAB and Madred's alone, that's the difference between 1 hit doing, 35% of a person's health in just magic damage, and almost 20%.
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You're wrong in that math.
Because MagPen is included before MR reduction, you don't get the MagPen "bonus" if they have less than 0 MR. If they don't have any extra MR against those items, they would end up with -69 MR.
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Penetration can't go below 0.
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Just to make sure there's no misunderstanding in the terms...
MR = magic resistance
MP = flat magic penetration
MP% = % magic penetration

actually it would be 79 x .85 = 66.3 66.3/(100-66.3) = 1.967 (according to the formulas)

so yes, they still get increased damage, but like I was asking... does % MP actually 'decrease' the damage bonus of -MR?

If I took out the 15 MP% from talents... it would be MR = (30-108)*((100-0)/100)= -78

-78/(100-78) = -78/22 = 3.545 therefore, if the goal of the build was to say capitalize on people who don't build MR (ei in randoms) wouldn't it be more beneficial to drop the 15% MP?

Again this is an experiment, mainly for times I get random teams who are all AD.

Quoted:
Penetration can't go below 0.

according to the FAQ, Flat MP can (but %MP can't). Unless this has changed, which I don't believe it has... As I've been hitting creeps with BAB for 300+ damage... there seems to be a point to reducing enemies to -MR.
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Flat penetration cannot reduce a target's resistance below zero. It has ALWAYS been this way.
What FAQ are you referring to?
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Reduction (such as Black Cleaver) CAN go below 0.
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According to Lvx's theory crafting compendium...

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But, however, before you will understand the way penetration works, you have to understand the way that AR itself works.
Keep in mind, that - even if the game will never show a value below zero! - AR (MR as well) can go into negative values, and will affect the calculation of your dmg taken. This information is crucial.


If this is outdated info, I suppose that would partially answer my question.

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