Lucky crits in lane phase can change the entire dynamic, particularly in solo lanes.

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DuffTime wrote:
Lucky crits in lane phase can change the entire dynamic, particularly in solo lanes.
I've heard a number of players have begun taking a single crit chance rune just to have a possibility of a lane crit.
Luther3000 wrote:
I've heard a number of players have begun taking a single crit chance rune just to have a possibility of a lane crit.
I've been doing it for a while. You'd be surprised how much that 1% makes a difference.
It is maybe useful to know how crit chance (CC) and crit damage (CD) work.
Getting early crit chance is okay but alternative runes are usually better due to the low amount of crit chance and the low amount of base AD you will have. (e.g. 0.93% per
Greater Mark of Critical Chance). Crit damage is extremely worthless early-game and even late-game it won't make much of a difference since the percentages are low, other stats are better and there are no ways of stacking it besides runes.
- Mathematically speaking, CC enhances your AD with the percentage equal to the amount of CC.
Example: If I have 20% chance to crit, I will crit once every 5 attacks. This means that every 5 attacks I deal damage equal to 6 attacks. 5 * 1.2 = 6 (20%).
Our damage formula becomes: Damage = AD * (1 + CC). (CC reduced to a range of 0 - 1) - CD enhances your CC by the percentage equal to the amount of CD. Mathematically speaking of course.
Example: If I have 50% chance to crit and 50% extra crit damage. Then every 2 attacks I will crit and this crit will deal 250% damage. This means that every two attacks I deal damage equal to 3½ attacks. 2 * 1.75 = 3.5 (50% * 1.5 (50% CD)) And we can see that, that is equal to having a CC of 75%.
Our damage formula expands to: Damage = AD * (1 + CC * (1 + CD)) (Both CC and CD reduced to a range of 0 - 1)
Getting early crit chance is okay but alternative runes are usually better due to the low amount of crit chance and the low amount of base AD you will have. (e.g. 0.93% per


GrandmasterD wrote:
Luther's setup is better than the Arp Marks + AD Quints since season two. Luther's setup is superior in damage during early- and mid-game. The damage difference in the late-game is negligible. Additionally, Luther's setup allows you to last-hit easier in the early-game which is a nice feature.
Dood, get your facts straight before saying things like this --.--
Assuming offensive masteries (including 6ArP, 10%ArP and 3AD) and AD quints:
ArP marks give more damage against targets with 21 or more armor at above 63 damage.
That means that you'll deal more damage when you reach level 2 or 3 on a standard AD carry (~47 base AD and 3AD per level).
Also; you deal more damage with ArP marks with rank 1 in any physical ability that deals more than 63 damage per 1.0 in ratio.
TL;DR:
ArP>AD marks ALL THE TIME against enemies with more than 20 armor.
Lasthitting gets a bit easier with AD marks though.
"I saw [Twilight: Eclipse] in theaters with a girl I was dating at the time. I spent more time staring at my toes and wiggling them than I did watching this abomination. When Edward proposed to Blank Face, I finally looked up with a revelation.
I blurted out loud, in a dead silent theater full of teenage girls on opening night "Wait a minute, Edward has no blood flow. How does he get an erection?" I heard several men laughing, and had several girls turn and stare at me.
I did not get laid that night." - Berengier817
I blurted out loud, in a dead silent theater full of teenage girls on opening night "Wait a minute, Edward has no blood flow. How does he get an erection?" I heard several men laughing, and had several girls turn and stare at me.
I did not get laid that night." - Berengier817
Searz wrote:
Dood, get your facts straight before saying things like this --.--
ArP marks give more damage against targets with 20 or more armor at 53 damage and above.
Also; you deal more damage with ArP marks with rank 1 in any physical ability that deals more than 53 damage per 1.0 in ratio.
TL;DR:
ArP>AD marks ALL THE TIME against enemies with more than 20 armor(assuming 6ArP from offense masteries).
Did the math and AD is better, didn't even take 10% arp of


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I see where this is going. DONT PLAY CRITPLANK MAN JUST DONT DO IT. YOU WILL FEED IF YOU PLAY AGAINST ANYONE WITH HALF A BRAIN. But, if you aren't... heh... My rant is just flood.
Actually the setup with 9x
However, I would never fully build around crit; just use it to dominate the early-game.