List Your Generic Rune Pages

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Sabotaj

Senior Member

09-30-2009

Doesn't anyone use the 0.78 armor in the blue slots?

I'm fairly new at this, but after trying, I've found the CD/mana regen runes very unattractive. Atm I go with armor pen in red - 0.78 dodge in yellow - 0.78 armor in blue. Still testing many champs, but Ali, Jax and Yi are the ones I use the most. I guess crit damage or something would be best in blue for Yi, but I haven't done another page yet, and a bit more armor can't hurt, I suppose.

Of course, my reasoning is probably flawed, alhtough I'm comfortable with this setup atm.


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WesleyC

Senior Member

09-30-2009

For Carries.

Quints - Movespeed
Red - +damage on crits
Blue - Mana regen/5@18
Yellow - HP@18

For Tanks/Normal dudes

Quints - Movespeed
Red - +critical chance
Blue - Mana regen/5@18
Yellow - HP@18

For some casters & non magic users.

Quints - Movespeed
Red - +critical chance
Blue - cooldown reduction@18
Yellow - HP@18

The 4.5% movespeed it a big deal in the early stages. It usually gets me at least 1 kill in the first couple of levels often an escape or two.


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WesleyC

Senior Member

09-30-2009

Firstly sorry for a slightly off topic post...

A lot of people are using desolation runes which seem slightly underpowered to me given the way that armor works.

20 armor reduction is worth (in terms of % damage increase):

Target's Armour/% Damage Increase
0 0.0%
10 9.1%
20 16.7%
30 14.0%
40 11.9%
50 10.3%
60 8.9%
70 7.8%
80 6.9%
90 6.2%
100 5.6%
110 5.0%
120 4.5%
130 4.1%
140 3.8%
150 3.5%

With the kicker being that basic creeps have NO armor so you get no damage increase against them. Given that:

1) you spend a large portion of the game farming
2) most heroes are up to at least 100 armor by the middle game.

I'll take the 8% crit chance for sure especially on a character that might buy an infinity edge.


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Buddha Belly

Senior Member

09-30-2009

Physical Dps
red - armor pen
everything else - crit damage

Caster
quints - cooldown
everything else - ap/level

Tank
quints - movement speed
everything else - armor and magic resist


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toomad

Senior Member

09-30-2009

Quote:
Originally Posted by WesleyC View Post
Firstly sorry for a slightly off topic post...

A lot of people are using desolation runes which seem slightly underpowered to me given the way that armor works.

20 armor reduction is worth (in terms of % damage increase):

Target's Armour/% Damage Increase
0 0.0%
10 9.1%
20 16.7%
30 14.0%
40 11.9%
50 10.3%
60 8.9%
70 7.8%
80 6.9%
90 6.2%
100 5.6%
110 5.0%
120 4.5%
130 4.1%
140 3.8%
150 3.5%

With the kicker being that basic creeps have NO armor so you get no damage increase against them. Given that:

1) you spend a large portion of the game farming
2) most heroes are up to at least 100 armor by the middle game.

I'll take the 8% crit chance for sure especially on a character that might buy an infinity edge.
I get different values.

20 16.67
30 16
40 15.38
50 14.81
60 14.29
70 13.79
80 13.33
90 12.9
100 12.5
110 12.12
120 11.76
130 11.43
140 11.11
150 10.81

and my calculations also say that crit chance gets better when an enemy has over 145 armor or more. (or against minions). If you have crit dmg enhancing runes/ablities/items the calculations get a lot more complicated ofc.


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WesleyC

Senior Member

09-30-2009

Thanks for the post Toomad. I just rechecked my numbers and they are definitely wrong the first time - I was looking at the ABSOLUTE damage and not considering the ratio of the damage. I just redid them and got different answers again!

Here's my working...

For armor of X the % of damage taken is 100/(100+X).

Lets take the case of 100. Without armour penetration attacks would 100/200 or 50% damage.
With armor penetration, attacks are doing 100/180 or 55.55% damage.

ie 1.111 times as much or 11.1% more.

Seems right?


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toomad

Senior Member

10-01-2009

I calculate it slightly different. As 1 armor means surviving 1% longer (that is the way they have designed it!), I calculate it that way so you don't need to recalculate it to get the defensive counterpart of it.

Like if you have 10% increased damage, that means that your enemy will survive 9.09% less longer. (My calculations say that 20 armor pen is the same as 10% dmg on a target with 120 armor)

I use an excel (well, openoffice) to calculate these things. If you want me to, I can upload it (which format?). But it's still messy and I didn't make it for publishing (yet).


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versatil

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Senior Member

10-05-2009

bump

Quote:
Originally Posted by toomad View Post
I calculate it slightly different. As 1 armor means surviving 1% longer (that is the way they have designed it!), I calculate it that way so you don't need to recalculate it to get the defensive counterpart of it.

Like if you have 10% increased damage, that means that your enemy will survive 9.09% less longer. (My calculations say that 20 armor pen is the same as 10% dmg on a target with 120 armor)

I use an excel (well, openoffice) to calculate these things. If you want me to, I can upload it (which format?). But it's still messy and I didn't make it for publishing (yet).
please do post. dunno what formats are acceptible? a public google spreadsheet perhaps?


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