anti crit armor

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Dragoon14th

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Senior Member

03-14-2013

not all the time thubgar, Ive seen one IE two PD with no lifesteal melt rammus with a TM and FH just as easy as if he didnt have it. Crit with IE does 2.5 more damg soo let take 1 armor pen per normal 1 hit. Now factor in crit 1 armor pen 1x2.5 = an effective 2.5 armor pen so you can see how armor pen is too much atm. With full set of runes of armor pen is like what 15 x2.5 is what 45 armor pen effective.

Also you have to look at this Crit player are hell lots stronger then Mages because mages cannot mulitply their damg output by 2.5 .

Also i can argue that crit player just auto hit kill while mages has to pre time their spells yay or nay ? crit player just goes auto hit and your done.

this is why we need anti crit armor just to try to lower that crit damg output so far there is only one crit protection and its the 10% reduce one which isnt very much at all.

It is there the anti crit code is there they just need to come up with an item with it.


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67chrome

Senior Member

03-15-2013

Quote:
Originally Posted by Dragoon14th View Post
not all the time thubgar, Ive seen one IE two PD with no lifesteal melt rammus with a TM and FH just as easy as if he didnt have it. Crit with IE does 2.5 more damg soo let take 1 armor pen per normal 1 hit. Now factor in crit 1 armor pen 1x2.5 = an effective 2.5 armor pen so you can see how armor pen is too much atm. With full set of runes of armor pen is like what 15 x2.5 is what 45 armor pen effective.

Also you have to look at this Crit player are hell lots stronger then Mages because mages cannot mulitply their damg output by 2.5 .

Also i can argue that crit player just auto hit kill while mages has to pre time their spells yay or nay ? crit player just goes auto hit and your done.

this is why we need anti crit armor just to try to lower that crit damg output so far there is only one crit protection and its the 10% reduce one which isnt very much at all.

It is there the anti crit code is there they just need to come up with an item with it.
Vayne killed that Rammus from true damage, not crits.

Mages tend to deal substantially more than 2.5 times as much damage as a carry in the first place - especially if they hit multiple targets. Carries only do more damage if the fight drags on for a while.

The mastery point largely serves the purpose of countering the bonus critical strike damage point. And both operate on critical strike damage, not chance.

We don't need crit armor. It would either offer so little it would be useless or so much it would cause carries to go an armor penetration/on-hit route instead, then the item would be useless because nobody is purchasing critical strikes. Beyond that, all major armor items available already specifically target auto-attackers, which more often than not tend to be carries. You have plenty of defensive options to counter carries.

What could be really useful with armor or defensive items is unique passives that help against burst AD damage from bruisers and assassins, of which health is largely the only worthwhile thing to get against, as both tend to favor stacking plenty of armor penetration and generally not relying heavily on their auto-attacks to get things done.


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BaronVonPwny

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Senior Member

03-15-2013

Critical chance is a statistic only used by AD carries. Yes assassins can benefit from it, but even they rely on bursting from their spells more than a lucky critical strike, or repeatedly whacking their target. This means an anti-critical item would directly affect the performance of AD carries and no other class of champion.
In this category, as mentioned previously, you already have: Doran's Shield, Ninja Tabi, Frozen Heart, Thornmail, and Randuin's Omen. That is 4 seperate late-game items that, at their core, focus on bringing down the damage dealt by an AD carry - although they also inhibit other classes more than an anti-crit item would, making them more flexible and hence more viable.
Again, as mentioned before, AD carries are not in a position right now where they need nerfs. That was the entire point of nerfing warmogs and buffing BotRK, to help AD carries survive in the current meta. Introducing a new item to nerf their damage by up to 20%, is completely unnecessary and does nothing but fill a tiny niche that does not need to be filled. And again, it is a tiny niche - it brings nothing unique to the table. Nothing. You may argue that it does, in introducing a critical chance or critical damage reduction, but critical strikes only apply on auto attacks (except the rarest cases but this isnt about them.). Auto attacks can only go as fast as your attack speed. Therefore, any nerf to attack speed is directly translated into a nerf for critical strike chance, only stronger.
In other words, the item you want already exists. Its called frozen heart. It also includes mana, cooldown reduction, more armour, the passive affects your entire team, and it affects more enemies in a stronger mana.
While creativity should be encouraged, I'm a believer of criticism. And unfortunately this item serves no practical purpose other than a new concept.


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just4GG

Member

03-16-2013

Quote:
Originally Posted by TheRottenCrow View Post
so heres an idea, maybe can be used during a defferant meta.

Critmail-
builds from- chain vest, 2 cloth armor, combine cost

+70 armor
unique passive-
for every 100 armor this champion has, basic attacks against him have a reduced 15 percent chance to critically strike.

seems like an item like this might bring armor back into the meta. thouhts?
Great idea. Because what League really needs are stronger bruisers and weaker ranged physical carries.

Oh wait...

Oh, that's right, tanky bruiserish champions already dominate the game with ridiculously cost efficient defensive items and high base damages whereas adc champs were nerfed heavily with the S3 changes. What do you think would happen if you made crit another nerfed-to-death stat (like attack- and movingspeed) by introducing such a powerful item?


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