General Guide by leaguesdf

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League of Legends Build Guide Author leaguesdf

The way of the Trinity force+ Atmogs

leaguesdf Last updated on December 23, 2011
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by spin2win1 » September 9, 2011 9:58am | Report

This guide is very good can really help new players and also advanced players. Especailly liked Lee sin build.

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by severinus3 » September 11, 2011 12:06am | Report

Well... This may be stupid, but... I like hp steal on most of these champs..

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by severinus3 » September 11, 2011 12:08am | Report

VOTED +1

But still cool guide. :)

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by Trenditon » September 11, 2011 5:42pm | Report

Great guide man, I kinda knew about the warmog/atmas thing, but it never really sunk in how effective this was. You have opened my eyes ;P

On another note however, you really do need to change the armor section, as the numbers really are messed up due to diminishing returns and the like. That was really the only complaint I had with this guide, great job otherwise.


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by OldTigger » September 16, 2011 10:50pm | Report

Cocamo1337 wrote:

Hey guys, back again. 1 thing was bothering me, that i feel i should point out, as it could be subject to change. So, by your logic, getting thornmail when you have 2k health, gives you an effective 4k health against AD carries (assuming they have 0 armor pen). This isnt quite true, because each % of resist gets smaller and smaller the more armor you have. So getting 6 thornmails at 2k health will not give you an effective 12k health, since it gives you around 87% physical dmg resist, it gives you more around 5500 effective health. So (like you said in your build) its much more cost effective to buy like 3 thornmails, 2 warmogs, and an atma's. since the mass amount of health your getting from warmogs is being run through the resist machine, lets say warmogs gives you an extra 2.6k health to your 2k, so now thats 4.6k health. Run through the resist machine (around 65-70% with 3 thornmails) it becomes something around 10k effective health. keep in mind, this does not apply into atma's, it still only gives you 4.6k health worth of AD. Just some clarification. If im wrong, please tell me how, and show me the math to prove it ^_^


87% physical damage reduction means every 100 damage will only do 13 damage. So at 2k health, you have to take this "100 damage" (2.000/13=154) times. Which is the 12k bonus effective health from thornmail plus the 2k health base, there is a minor error in the percentages for this equation, but you get the point. The reason is that even tho armor becomes less effective in terms of flat reduction, it stays just as effective in terms of percentage bonus reduction. At 0 armor, the next point will increase your damage reduction to 1%. If you have 100 armor, you reduce 50% damage, and now you need 2 points to increase your damage reduction by 1%. HOWEVER: this is the same percentage increase. Because at 50% damage reduction they only take 50% damage, the bonus percentage increase in damage reduction is still just as efficient. Because 1% bonus flat reduction if you already reduce 50% is much more significant, it's also more expensive. IF this is too unclear read the wiki, there's a long article about this with more precise numbers.

Tl;dr: Resistances always stay effective, there is no diminishing returns on resistances from an effective health perspective. Even tho it seems that armor becomes less effective, because the damage reduction is not so significant, this is because the more armor you have, the less you are being dealt already, so each additional percentage is stronger than the previous.

Tl;dr to the Tl;dr: Resistances are awesome, stfu they have no diminishing returns or anything.


Another note: at some point, you'll have enough resistances for it to be more effective to buy health, because any health you buy is also increased by the armor/resistance you already have. Example: With a thornmail, FoN, Abyssal, Mercs and some runes, you'll have 200 armor and MR. This means that the fully stacked warmog will now be 3 times as efficinet (100% base +200% from armor), meaning it absorbs over 4000 damage.


Thanks for reading this, I'd add something about "If I'm wrong" but I can't be wrong cause I'm pro ;)

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by leaguesdf » September 17, 2011 4:12am | Report

OldTigger:

Yes! Thx for explaining that. I wanted to explain it my self, but i was busy latly and the time I had for the builds, I spent on working on my Corki guide.

This is what I was trying to say- Resistances do not have diminishing returns from an effective health perspective.
Anyway, Ill use ur comment with the addition of thr wiki page and add the info to my guide. thx again :)



Thanks to Nyoike for the sig!
My Corki guide. My Way of the Trinity Force+Atmog's guide
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by Cr0loGiC » September 19, 2011 2:56am | Report

VOTED +1

nice

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by Raynal » September 19, 2011 7:49am | Report
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by leaguesdf » September 19, 2011 8:15am | Report

Raynal wrote:

Nice Wukong build, just done penta-kill with it
http://i1104.photobucket.com/albums/h332/Rayn4l/penta-kill.jpg


Nice :)



Thanks to Nyoike for the sig!
My Corki guide. My Way of the Trinity Force+Atmog's guide
If I helped you out, feel free to +rep me :)
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by Trenditon » September 20, 2011 2:54pm | Report

Hey again, I still love and use this guide all the time, but I had just ooooooonre more MINOR nitpick with this guide. In the section where you're listing which champions work best with the build, you said that Poppy's passive ( Valiant Fighter) less effective. Well that's actually not true.

If you're playing as poppy and say you have 2k HP, then that means any damage done to her that exceeds 200 damage (10% of her max HP) is halved. However, if you have a 4k HP Poppy, yes, it does take someone doing over 400 damage for it to be reduced by half, but think about it, it's 10% of her CURRENT HP. So that means the lower HP she has the more effective it is. Thus, when that 4k HP Poppy is dropped down to 2k HP, everything that would normally deal 200+ damage is halved. This build is amazing on Poppy imo, because stacking health just makes killing her that much more frusterating. Her passive just has more HP to work WITH, and the HP won't counter it's effectiveness at all. It kinda goes along the same lines as my last nitpick, with health, and percentages and stuff. Just a thought. You might want to move Poppy further up. If you haven't played her much with your build (kind of a lols thing but understandable), then you might want to try it. It really does work well.


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