Magic Resist got nerfed too hard

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7 Deadly Ganks

Member

01-09-2013

For AD, there's hardly any good choices for magic resist anymore. Hexdrinker, Maw of Malmortius, and Wit's End give too little Magic Resist bonus to be effective against some AP carries anymore. We lost Force of Nature which gave +76 MR which is a big deal. You can get items in Armor that give you +70, even +100 Armor by themselves while MR the most is +50 and for offensive items, +45. It's just not enough, every time I'm lacking Magic Resist even when trying to build it. I'm talking as a tanky AD top champion.


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JustMyBassCannon

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Senior Member

01-09-2013

The reason MR is harder to buy is because champions who are AP-focused are limited in their damage output as it is. DPS champions, all they do is click their target and watch the damage roll. A caster has to toss out their spell, wait for it to come back off cooldown, then toss it out again. Even the high DPS casters like Swain and Vladimir still rely on cooldowns too long to match most actual DPS champions.

Armor is more available because AD DPS scales much better into late game.


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kavinh the third

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Senior Member

01-14-2013

ad/MR items are suppose to be weak they're half tank half ad items ur actually getting a good amount of MR for it's cost from a wit's end and maw of malmortius's shield is really good. if u want good MR then don't build a hybrid item just get MR something like spirit visage.


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SenStill

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Senior Member

01-14-2013

Honestly, its not too bad. Banshee/Quicksilver/GA are all still good.


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Autocthon

Senior Member

01-14-2013

AD can get a combination of MR items easily.

Also HP.


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67chrome

Senior Member

01-15-2013

Magic damage doesn't scale as well as Physical damage in most cases, hence MR being about half the quantity of armor on items. Consider how magic damage typically scales - it's the base value of an ability + an ability power ratio. For rank 1-5 abilities you typically need 150-400 ability power to just double their damage output, which is rather substantial. Ultimates tend to require closer to 700 ability power. And it's not like the base damage of most nukes is that much better than a critical strike, you're looking at ~70-280 with most QWE abilities. To multiply magic-damage output you need to grab magic penetration and cooldown reduction, neither of which can double your DPS by themselves due to it's rarity/cap - but with a combined assortment of both you likely can.

With attack damage you can stack them linearly with more attack damage, needing only 50-110 to deal double damage, and you can double your DPS with critical strikes, attack speed, and armor penetration - and cooldown reduction helps as much here in many cases as well.

With attribute scaling, you need to keep up with an ability that can go 1->2->4->8, compared to just 1->2, so the percentage you can mitigate with magic resistance doesn't need to be nearly as high as what you need to mitigate with armor.

Also, it's not hard to win handily against AP champions with Maw of Malmortis and Wit's End. Throw in a pair of Mercury Treads and you're rocking close to 150 MR unbuffed - that should allow you to drain-tank the likes of Katarina, even with the healing debuff her ultimate applies.