Season 4 AD Carry Runes (Final Conclusion)

EDIT: I am currently running 15 ad (ad marks and quints) 40 hp (5 hp seals) and (4 armor seals, 9 armor glyphs)10 armor on my main page. My page with mr (for backup) is 9xflat armor seals, 9x flat magic resist glyphs, 9x ad reds and 3x ad quints
For the purpose of bottom lane, I stand by my armor yellows, but you may see something weird out of me like 3 flat health seals. The reasoning for this is you get the best of both worlds in effective hp and damage with this combination (at least in my opinion). Consider that I am mainly concerned with mid to late game while also being potent early game. There are a lot of people calculating level one values when saying Health Seals will be better on AD Carries (which is true up to 1000 hp) and the extra hp is also useful against magic and flat true damage. The thing is, flat resistance scales harder into mid game which is when it's most important. So to recap, only tanks get MR per level and everyone gains HP per level and Armor per level. On…
For the purpose of bottom lane, I stand by my armor yellows, but you may see something weird out of me like 3 flat health seals. The reasoning for this is you get the best of both worlds in effective hp and damage with this combination (at least in my opinion). Consider that I am mainly concerned with mid to late game while also being potent early game. There are a lot of people calculating level one values when saying Health Seals will be better on AD Carries (which is true up to 1000 hp) and the extra hp is also useful against magic and flat true damage. The thing is, flat resistance scales harder into mid game which is when it's most important. So to recap, only tanks get MR per level and everyone gains HP per level and Armor per level. On…