You're confusing things: AP Lulu's utility improves with ap, 90% or 80% speed is indeed relevant as is how much AP she has for Glitterlance, passive, ult, shield, etc.
Also, using
Zyra for the comparison was terrible, ap
Zyra is mediocre at best due to skill interaction and scalings. That comparison actually works more against the point you're trying to prove, although I get what you're trying to say.
Also, using


Take your +rep, already!
It's clear you've done a lot of work for this thread already. I agree with falseogod though. You didn't make the most sound of comparisons, since AP lulu is chosen for her lane safety and utility, whereas AP zyra... isn't picked for her lack of mobility. There's no question that AP zyra would outdamage an AP lulu.
One comparison that may have worked better would have been something like, kayle vs ziggs or something. That'd be pretty interesting
It's clear you've done a lot of work for this thread already. I agree with falseogod though. You didn't make the most sound of comparisons, since AP lulu is chosen for her lane safety and utility, whereas AP zyra... isn't picked for her lack of mobility. There's no question that AP zyra would outdamage an AP lulu.
One comparison that may have worked better would have been something like, kayle vs ziggs or something. That'd be pretty interesting
If I helped you out, be sure to throw me a +Rep!
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
-
My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
I need to use this for people that think more than 1
Bloodthirster or
Infinity Edge is somehow a good build.
This is going to be filed in the Forum-Weapons folder, thank you, have some Rep.


This is going to be filed in the Forum-Weapons folder, thank you, have some Rep.
If you want to help me, teach me.
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The answers to both threads of thought are the same: understanding multipliers. I hope to respond to both threads of thought here.
The Importance of Multipliers
To understand the power of multipliers, let's take a simplistic game where the amount of damage that one can dish out depends on four factors. At level 1, each of these factors is at 1, so:
damage = 1 x 1 x 1 x 1 = 1
Then, each level you can choose to place a point in any of the factors. At level 9, you'd have 8 points to distribute. How should you distribute them? Let's say that you like the first factor more than the others, so you dump all your points into it. Then, you'd get:
damage = 9 x 1 x 1 x 1 = 9
What if you split the points between the first and second factors?
damage = 5 x 5 x 1 x 1 = 25
How about splitting them between the first three factors?
damage = 4 x 4 x 3 x 1 = 48
How about splitting them evenly?
damage = 3 x 3 x 3 x 3 = 81
This exercise illustrates the power of multipliers. Each of the examples uses the same number of points and yet the final configuration does nine times more damage than the first configuration.
League of Legends ADC Item Damage
Let's now do a similar exercise using LoL ADC items. Here, we are ignoring player skills and just looking purely at physical basic attack damage. In my examples, I'm going to pretend that we're equiping a level 18
The four factors that determine the damage that an ADC item combination delivers are AD, attack speed, crit% (including a possible
However, let's say that you're a person who just loves to chunk people down. You love AD and only AD, so you get six
You think about it some more and say, "Well, I'll give up a little AD and add some crit." So, you substitute in an
That seemed to work. What about removing some AD but adding some fast attack speed and some more crit% with a couple of
That was a dramatic change. What if we added in some armor penetration with a
Armor penetration seemed to help. What if we added some armor reduction and penetration with
Now you can see the power of multipliers at work in the League of Legends. By increasing each of AD, attack speed, crit%, and armor penetration rather than focusing on one at the expense of the others, we've arrived at a build that does three times as much damage.
Please understand that this does not mean that this is the perfect build in all cases. For one thing, I avoided using a
Example of a Bad Build
At the risk of seeming to pick on a fellow member, I want to use the example of a build that was suggested by a commenter for my Jungle Lulu guide. This build was suggested for an AD Jungle
The commenter tried to come up with a
Please understand that I appreciate the commenter's contributions. I just want to use the suggested build as an example of the traps players can fall into. Make sure that you take into account all of the multipliers at your disposal when you are choosing the items that you want your champions to use.
Other Multipliers -- Skills, Area-of-Effect, and Defense
Skills
Besides the way items multiply with one another, character skills are obviously another important multiplier. For example,
Also,
Area of Effect
If a skill or an item has an area-of-effect ability, its power will be multiplied by the number of people likely to be affected by the ability.
Defense
You can't damage people if you're dead -- or protect teammates either. The longer you can stay alive, the longer you will be able to assist your team, which acts as another multiplier.
Why Are Some Champions "Late Game" Characters and Others Not?
Put simply, whether a champion is a late game character or not depends on how their items and skills are able to multiply off one another. Let's take the example of two AP characters that I play a lot:
Let's say that both characters have the standard caster offensive masteries and have built their first five items similarly:
Zyra
Lulu
Conclusion
As you have seen, the reason that
I hope this discussion provided some background on how multipliers affect item builds and how well different champions scale into the late game.