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

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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
Fury of the Sands can technically be "good", but it's split amongst multiple targets, DOT, and has short range. The free AD has a ramp up time, and Nasus doesn't benefit much from AD (few AS items, no scaling). The free hp is strong early, but by late game, the hp falls off just like any non-scaling move (Irelia's
Hiten Style, for example). 1v2ing when ganked classifies as early game, so that example doesn't really work when we are talking about late game strength. Plus, if you are 1v2ing early game it's probably because you farmed Q well, not because you have ult.
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.
Spirit Fire armor pen is nice, true, but that's about it. Again, it has no scaling and is only useful if you can actually reach your target. It doesn't help Nasus' actual problem, being kited, at all.
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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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/