for causal players flat armor is just fine, because truthfully they get free ip to buy the runes they want on torny realm and play enough to were they have all they want in normal servers bc of tournaments.
but for people like me and you jebus i would say its not worth it at all especially since flat armor is used on alot of champs compared to dodge
but for people like me and you jebus i would say its not worth it at all especially since flat armor is used on alot of champs compared to dodge
Dodge early game is way more powerfull than armor. This is against the theory. Remember that ppl early game have enaugh ArP from runes (usualy) to totaly ignore your bonus armor, that makes armor way less usefull in early game than dodge. Also as mentioned, dodge maintains beeing usefull through whole game.
How often do you see ppl getting SotD? TF maybe... and that is it? It is a stat that cant be "mitigated" by buying items. It is only "mitigated" by spells/skills that cannot be dodged (Blitzcrank Power fist for example)
That is why i think that dodge > armor always.
The little exeption might be jungling.
How often do you see ppl getting SotD? TF maybe... and that is it? It is a stat that cant be "mitigated" by buying items. It is only "mitigated" by spells/skills that cannot be dodged (Blitzcrank Power fist for example)
That is why i think that dodge > armor always.
The little exeption might be jungling.

EDIT: NEW PIC WORKING!
The formulas for the lines are (for anyone who's interested):
Red line: 100/(100+x)*0.9325*100
Blue line: 100/(100+x+12.69)*100
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Dodge is currently only poor for junglers (excluding udyr and jungle-jax)
Minion attacks stack up in small numbers, so reducing with armor is better then dodging 1~2 at a time.
Otherwise, Dodge is superior because it mitigates entire hits over a portion.
It's especially more potent if you get the Dodge mastery in the defensive tree for speed boosts. And
Ninja Tabi is not 'required' on any build that uses dodge seals to make it effective.
@Searz:
Is that chart updated for the pseudo-dodge/crit system Riot put in to make Dodge and Critical chance more consistent and less luck?
Minion attacks stack up in small numbers, so reducing with armor is better then dodging 1~2 at a time.
Otherwise, Dodge is superior because it mitigates entire hits over a portion.
It's especially more potent if you get the Dodge mastery in the defensive tree for speed boosts. And

@Searz:
Is that chart updated for the pseudo-dodge/crit system Riot put in to make Dodge and Critical chance more consistent and less luck?
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The graph is assuming that you dodge EXACTLY 6.75% of the time. (so yes, it's as accurate as I think is possible)
Like the graph shows: armor is more effective with small/moderate amounts of armor while dodge is more effective when you're stacking armor.
The problem is still that dodge only applies to auto attacks. I think it'd actually rather pick up a thorn mail than dodge seals in most cases.
Like the graph shows: armor is more effective with small/moderate amounts of armor while dodge is more effective when you're stacking armor.
The problem is still that dodge only applies to auto attacks. I think it'd actually rather pick up a thorn mail than dodge seals in most cases.
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Now here's the thing - the more armor you get, the less PERCENTAGE reduction you're receiving per point of armor purchased - in short, each point of armor purchased mitigates DPS on yourself less effectively compared to the other defensive stats - health, or in this case, dodge.
People on Solomid (Chaox's Cho'Gath guide, Dan Dinh's Amumu guide) have been advocating builds involving a combination of armor and dodge runes, because dodge remains effective at damage mitigation in ALL phases of the game while more armor starts tapering off later on. Is there a threshold for where dodge actually becomes equally or about equally effective? Is this viable?