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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
For this computation, I have three hypothesis :
* You have perfect timing for your skills. You can achieve almost this with experience.
* Damage depends on the time. This is valid with low cooldown champs like Ryze or Cassiopeia.
* Q and E are linked, if you hit E, you hit your Q. This is not true, but helps to make simple maths.
Why CDR :
IF you have PERFECT timing on your skills, on a same time, the damage output is :
With a 1200 damage 20% CDR => 1500 damages
With 800, full tank, typical 45% CDR => 1454 damages
As you can see, with apparently less damages, you can do even damages, thanks to CDR. If you take in account that you will survive longer in the fight as a tank, the tank version WILL DO more damages.
The second fact we have to see is that the 5 last percent are better than the 5 first percent. With 1200 damages, 5% gives you 63 damages. But from 40 to 45%, it gives you 182 damages. Thanks to maths. If you want to SEE it, lets graph it on google.
Equation : damage/x with x equals to (1-CDR)
When X = 1, you have 0% CDR, with X = 0.55, you have 45% CDR.
To plot it on google, just copy/paste the equation on google.
800 damage graph equation : 800/x from 0.45 to 1
1200 damage graph equation : 1200/x from 0.45 to 1
* You have perfect timing for your skills. You can achieve almost this with experience.
* Damage depends on the time. This is valid with low cooldown champs like Ryze or Cassiopeia.
* Q and E are linked, if you hit E, you hit your Q. This is not true, but helps to make simple maths.
Why CDR :
IF you have PERFECT timing on your skills, on a same time, the damage output is :
With a 1200 damage 20% CDR => 1500 damages
- 0% CDR -> 1200 damages
- 5% CDR -> 1263 damages
- 10% CDR -> 1333 damages
- 20% CDR -> 1500 damages
- 40% CDR -> 2000 damages
- 45% CDR -> 2182 damages
With 800, full tank, typical 45% CDR => 1454 damages
- 0% CDR -> 800 damages
- 5% CDR -> 842 damages
- 10% CDR -> 888 damages
- 20% CDR -> 1000 damages
- 40% CDR -> 1333 damages
- 45% CDR -> 1454 damages
As you can see, with apparently less damages, you can do even damages, thanks to CDR. If you take in account that you will survive longer in the fight as a tank, the tank version WILL DO more damages.
The second fact we have to see is that the 5 last percent are better than the 5 first percent. With 1200 damages, 5% gives you 63 damages. But from 40 to 45%, it gives you 182 damages. Thanks to maths. If you want to SEE it, lets graph it on google.
Equation : damage/x with x equals to (1-CDR)
When X = 1, you have 0% CDR, with X = 0.55, you have 45% CDR.
To plot it on google, just copy/paste the equation on google.
800 damage graph equation : 800/x from 0.45 to 1
1200 damage graph equation : 1200/x from 0.45 to 1
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