Well, I get AS seals and glyphs so I use HP quints for the survivability.
Early game your burst is mainly from Phosphorus Bomb which is at an AP ratio. Once you hit 6, you get the second part of your burst, your missiles. AD runes give 6.75 additional AD. Missile Barrage is at a .2 AD ratio. That adds 1.35 AD to your missiles. Worth 3 quint slots? Not really.
Of course the other part of this is the passive. Not sure about his base stats but it would give you an additional .675 AD which again, isn't much.
So pretty much it's all about the autoattacks and whether 6-7 additional AD is better than more attack speed in replace of flat health quints is very debatable.
Early game your burst is mainly from Phosphorus Bomb which is at an AP ratio. Once you hit 6, you get the second part of your burst, your missiles. AD runes give 6.75 additional AD. Missile Barrage is at a .2 AD ratio. That adds 1.35 AD to your missiles. Worth 3 quint slots? Not really.
Of course the other part of this is the passive. Not sure about his base stats but it would give you an additional .675 AD which again, isn't much.
So pretty much it's all about the autoattacks and whether 6-7 additional AD is better than more attack speed in replace of flat health quints is very debatable.
Trojan995 wrote:
I'm a fan of 21/0/9 masteries, just because I think that Corki isn't reliant on his summoners enough to make the utility worth it.
Also, since Corki is so slow, MS quints might be good for him.
What does 21/0/9 really give you? CDR? There's more in utility. AS? Pretty useless mastery. Crit chance? Not a crit champion. Crit damage? Not a crit champion. Extra AD? A luxury but not needed. Extra AD on minions? You have your passive.
Now when you look at 0/9/21 you get:
- Extra armor, extra MR
- Health regen that scales with your Manamune
- You get red and blue buff longer
- You get 6% CDR compared to 4%
- Extra exp, faster spawn times, better ghost(yeah, 21/0/9 does this too)
- Higher Movespeed and marginally more mana regen
- Cooldown on Flash significantly lower
- Summoners up 15% faster. This may not seem like much, but it's huge.
@EvilDice
It's closer to 7.5 extra damage. 0.675 extra true damage is always nice.
But the main benefit of AD quints isn't the extra damage from abilities. It's the bonus to early damage and lasthitting prowess. +7.5 damage on each attack can help loads with lasthitting.
It's closer to 7.5 extra damage. 0.675 extra true damage is always nice.
But the main benefit of AD quints isn't the extra damage from abilities. It's the bonus to early damage and lasthitting prowess. +7.5 damage on each attack can help loads with lasthitting.
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PFP wrote:
I use AD Quints on Ezreal & Trundle only.
I prefer 2 flat hp 1 arp on Corki. He can be beat early game easily so I think he needs some extra HP.
AD helps with lasthitting too, just like the AS glyphs and seals(assuming that you use them). I fill those slots with durability instead and the overall durability is higher with that than with HP quints, even early on.
Ezreal would be a pretty good candidate for AD quints now with his ult change.
I assume you need the early AD on Trundle for better jungling.
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"I also am Otherkin. Whenever autumn rolls around I can feel my kin-type slowly taking over my body. You must know, I identify as pumpkin. I can control it pretty good most of the time, but when September ends, I just cant hold it in anymore. Whenever Im outside I see my brothers and sisters being chopped into soup, coffee, donuts, cake, drinks, bread - ppl even cut human faces into their skin, making a mockery out of their noble appearance. When I see things like that I cant control my pumpkin urges anymore. My natural instincts kick in. I then sit down motionless, while getting bright orange." - Morgana L
Im just following this conversation - seems pretty useful. Never thought of using AD quints, I was always thought that ArmP was better on all physical champs .. apparently not ;)
@Off-topic:
Excatly what do you see in the HP quints? 26 x 3 = 78 HP: that's like .. not very much. I see an early game advantage, but it's like an advantage lvl 1-3 or something. After that, I can't seem to figure the usefulness of 78 HP?
I'm no pro, so .. just my thoughts :p - thanks.
@Off-topic:
Excatly what do you see in the HP quints? 26 x 3 = 78 HP: that's like .. not very much. I see an early game advantage, but it's like an advantage lvl 1-3 or something. After that, I can't seem to figure the usefulness of 78 HP?
I'm no pro, so .. just my thoughts :p - thanks.
Regards
Hamduden // Ezaculatte (EUW)
Hamduden // Ezaculatte (EUW)
Hamduden wrote:
Im just following this conversation - seems pretty useful. Never thought of using AD quints, I was always thought that ArmP was better on all physical champs .. apparently not ;)
AD quints are great on crit champions and those with skills that scale with AD but don't deal physical damage.
Corki has 2 of those abilities.
Quoted:
Excatly what do you see in the HP quints? 26 x 3 = 78 HP: that's like .. not very much. I see an early game advantage, but it's like an advantage lvl 1-3 or something. After that, I can't seem to figure the usefulness of 78 HP?
HP quints are for the early advantage. They aren't very noticeable at later stages in the game.
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