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Great Mark of Mights + Life Steal runes = Mini...

Creator: sakil7395 December 26, 2011 11:21am
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PsiGuard
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Capn_Evan wrote:

As said earlier, AD/level marks are good if you have a good scaling on your AD skills, but low base damage, and armor penetration is better if you have poor scaling, but high base damage.

I don't remember anyone saying that. Everyone's talking about flat AD marks, since they're kind of the new rage with the mastery change.

AD/lvl are still as ****py as ever. By the time they actually scale to decent levels, the small amount of AD barely makes a dent. You're much better off with flat AD for a strong early game.

Or you could stick with armor pen of course.
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This was what I said wtf to:
Wintermond wrote:

AD Marks+Quints are stronger on champs with scaling abilities.
Champs that rely a lot on AA's are better off with a mix.

It's the other way around :P
ArP is pretty much always better than AD when physical abilities are involved.
Even without physical abilities you won't always want AD marks.
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It doesn't really matter, players can achieve different results only with playstyle.
I am, and will always be, of the opinion that mathematical calculations roughly apply ingame. It doesn't really matter what you do as long as you are successfull with it.

I found it like I stated above.
If you play for example Riven or Corki, two champs that scale excellent with AD, you are better off with AD marks+quints.
If you, however, play a champ like Tryndamere or Tristana who rely much more on AA's you are better off with a mix.
AD Marks+Quints, Arp Marks+Ad Quints or Full ArP that's all user preference.

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PsiGuard wrote:

I think everyone just kind of ignored that and moved on to discussing flat AD marks instead :D

Indeed >.>
Still, I don't think AD marks are anything more situational. ArP will still be the standard.
Using tye mastery will make ArP ~10% less effective in comparison. Look at my graph, then think of how much that will affect. I think it's a case of: ArP used to pass AD at ~lvl3, now it passes at ~lvl4 instead.

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Winter I think what Searz meant is that ArP (usually) applies to physical scaling abilities, so even if your champion relies on those more than autoattacks ArP is generally still better.

There's probably some exceptions to that though. I think ArP reds and AD quints are best for most AD carries.
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Precisely luther.

@Winter
No ****, sherlock. It's obviously user preference, but let's say that preference is "I want the best overall bonuses". What I've said is correct for that preference.

It's funny that both your examples are odd champions. Both have spells that scale with AD, but don't deal physical damage. Such champions are often exceptions to that rule.
Corki is very special tho. He has 2 abilities that scale with AD but don't deal physical damage (passive and R), but he also scales extra well with flat penetration because of his E. So I believe that Corki should run AD quints and ArP marks.
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^ Agreed on that one :) I also take AD quints for jungling with Shaco. It's a better bonus for physical junglers at least, as they get a larger bonus when it counts the most. After you get Madred's it's plankwalk anyway :)
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Searz wrote:

Oh my god.. WTF

So much fail in this thread, I don't even...


I'll admit my first calculations were done with 13 ArP instead of 15 I just kinda did it on the spot, the graph should be fairly accurate though I put some time into that. I have no idea what Pwnzor did to be honest I couldn't even recreate it but his hypothesis regardless is still somewhat accurate.

As far as the original post I think it's a nice idea to play with but it does lack early game security. I am a big fan of the go big or go home mantra though but it just doesn't seem big enough for my tastes.

If every pro on stream wound up doing it I'm sure everyone would copy it without question.
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