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You call good dmg, free ad and free hp a bad spell? A spell which you can use to 1vs2 if an enemy ganks? And the armor reduction on Spirit Fire is very usefull aswell, since you don't get any armopen.
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Deluth wrote:
^ Also, slows are multiplicative, so if you add TriForce proc/FH to The formula is this: Strongest Slow = S Other slows = x,y,z S% * (100% + {35% * x}) = Total slow Or, the strongest slow is applied at 100%, all other slows are applied at 35% (weakened by 65%) of their normal strength and added multiplicatively. So, From researching AS slows just stack multiplicatively, no special rules ... so, I guess here goes Dunno, looking back at it those numbers seem a little off, but I think they are right. Thus concludes my useless math no one cares about :3 ![]() If I helped you, click that +rep! |
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@Jpikachu
I think your formula is a bit wrong, since slows can't go over 100%. I can't find a formula for slow right now, but if I remember correctly, the formula for slow ratio should be slow ratio=(1-S)*(1-(.35*x)). Or .05*(1-.1225)=.05*.8775=.043875, so the remaining movement speed should be 4.4% of original movement speed. This is a 95.6% slow, while wither itself is a 95% slow. So it's even a bit under 1% difference. Source: Read the example @NicknameMy Meh, you are using subjective terms, the damage on I guess I am using subjective terms as well though, so this is also just an opinion. Personally when I play Nasus (which is always :P), I hardly ever notice my ult late game, and I don't see how anyone can notice something doing 80 damage per second when you are dishing out 800 damage every 2.5 seconds or so using Q. |
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I figured I did some math wrong, gonna take a look at this lol.
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600 HP are around 1800 effective HP because of your resistances. That is a very huge amount. Or do you say that the HP on
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Also, slows are multiplicative, so if you add TriForce proc/FH to
Tank Nasus cannot simply run into the enemy team unless he wants to get kited hard, or bursted down past 40-50 minutes (when LW/