caucheka wrote:
it doesnt matter what the mathematics are. the new tabi are better because of consistency. yet no one seems to understand that.
Actually spike impact is much more game changing than consistent impact.
That's just basic.
Mathematically Singed can deal LOADS of damage, in fact Singed is usually one of the higher damage dealers in game when you check the charts.
Why? He runs around poisoning everything forever, he gets the DoT on all of his opponents, and they take the full count of ticks regardless of if he sticks around.
But Singed poison is not high impact as a stand alone. (Rylai's makes it very high impact but never for the damage)
This is because it isn't spike damage.
Why is Akali good? She blows something up instantly. Viegar? Same thing. Tryn? Same thing. Etc.
AD carries end game can easily deal 6-700 damage or so per crit. (Depending on the carry)
That's spike damage, things die very quickly. In fact, throughout all of League, you hear players complain about spike damage. That's because it's higher impact. It's more game changing. "****ing 4% crit chance mastery" is all you hear nowadays. Because even just with a FOUR percent chance to crit, that happens consistently enough to change the entire outcome of lane phase. Why? We engage, all the math is calculated, and then due to a factor you forgot to calculate (My 4% chance to crit) I win the engage. It literally does not matter at all if it was random chance or if I got lucky. I prepared myself to "Get lucky" before the game. I'm planning having that spike impact.
The old ninja tabi were the defensive version of that spike that is so important when you speak of a team fight in a FUNCTIONAL sense. If your 600-700 damage-per-crit AD carry is bombing away at someone and they get them within 2 hits of death, they're 90% going to try to kill them.
If you have 20% dodge, (This was easy to get, just ninja tabi and yellows) ONE out of FIVE attacks completely missed.
The carry goes to land the 2 shots necessary to kill you, and she has to put herself into the mix to do so, the first one is a dodge, but she steps a little bit farther forward to try again, shooting and landing.
You're one hit from dead, but if she chases farther, she -will- get CC'd and blown up and die.
There's a 20% chance you won't even die if she shoots at you. She's going to try, they always try.
Spike impact. Guess what, it doesn't suck, it can cause players to **** up their calculations and turn their "Good plays" into bad plays. Legitimately take a good play, and ruin it, straight away. Consistent damage reduction can't do that. They know what it will take to kill you.
Consistent damage reduction is good too, but it will -never- compare to the way that dodge could cause a game to be won single handedly because of 2-3 high impact dodges in a key moment.
Dodge is the unfortunate example of a statistic that was better due to it's inconsistency, sorry to say :P If you think otherwise you're just wrong.

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*Shrug*
Don't have to agree, but the spike impact of dodge swung games more heavily than the consistent and reliable damage reduction of the new tabi.
New Tabi are still a great shoe though ^_^
Don't have to agree, but the spike impact of dodge swung games more heavily than the consistent and reliable damage reduction of the new tabi.
New Tabi are still a great shoe though ^_^

http://www.mobafire.com/league-of-legends/build/duffs-336706
Come hang out when I'm streaming! http://www.twitch.tv/dufftime
Luther3000 wrote:
Ninja Tabi - fine footwear for the discerning ninja.
Lmfao.
JEFFY40HANDS wrote:
I wasn't disagreeing. It makes sense to me tbh.
Ah yee :3 misunderstood da chaos something or others bit >:P
You sneaky man you. <3

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DuffTime wrote:
*Shrug*
Don't have to agree, but the spike impact of dodge swung games more heavily than the consistent and reliable damage reduction of the new tabi.
New Tabi are still a great shoe though ^_^
/facepalm
y u people no understand?
20% dodge does not mean you dodge 1/5 attacks!
It means you have a 20% chance to dodge 1 attack! (if you get attacked 5 times, having 20% dodge chance doesn't mean you automatically dodge 1 attack, it means you have a 20% chance to dodge each attack)
You shouldn't think of dodge as affecting anything more then 1 attack, unless you have 100% dodge, or 0% dodge!
Each attack is calculated with your dodge chance individually!
Night you really don't know what you're talking about. :P
If you had 20% dodge, the game generates a number between 1 and 100; if it's 20 or less you dodge. This applies to every attack made on you during the course of the game. Therefore, you dodge roughly 20 out of 100 times - or 1/5 attacks.
Yes you may get lucky or unlucky, but over the course of the game it would be 1/5.
If you had 20% dodge, the game generates a number between 1 and 100; if it's 20 or less you dodge. This applies to every attack made on you during the course of the game. Therefore, you dodge roughly 20 out of 100 times - or 1/5 attacks.
Yes you may get lucky or unlucky, but over the course of the game it would be 1/5.
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...What? That statement doesn't make the slightest bit of sense.
Like, I give up. None of you seem to understand basic mathematics.
lol :P
if it helps you understand, i'll rephrase it:
EX:
You have 12% dodge.
You have 12% chance to dodge the next attack at you.
And so on.
If you had 12% dodge for the entire game, you would dodge 12/100 attacks.
However that's not the case. With 12% dodge you can dodge 1/100 attacks, or you can dodge 100/100 attacks, because the chance to dodge is applied before each attack.
getit?