Quint. of Desolation vs AD

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Fobio

Junior Member

01-03-2012

I have been trying out lee sin with these two types of runes and can't really see the difference.
Is one of them actually better??
Also why do most guides recommend Quint AD?


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Toxicx187x

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Senior Member

01-03-2012

Because his abilities scale really well with AD.


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Fobio

Junior Member

01-03-2012

what about jungle, still AD would be better?


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StrmCkr

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Senior Member

01-03-2012

armour reduction applys to objects with Armour

if the object has armour then you have your damage being more effective with armour pen

if they have litte to no armour you will see more of a direct diffrence with flat damage

lees abliies scale with ad and also use armour pen.

in the jungle wraiths wolves 2xgolem have 12 armour
red blue buff have 25:

most champions start with 25+ = which means you deal close to 100% of your real damage,

if they have more then 50 armour armour pen loses its effectivness {untill you buy more armour pen}

use heavy armour pen to attack champions
use some armour pen + attack damage to clear jungle faster {compensating for the armour some creeps have}

use all AD for minon farming as creep waves dont have armour

{hope that answers the quesion with out too much confusion}

if your still confused on what i mean i wrote an excel spreed sheet to calculate damage going through armour + some other stuff.

http://www.mediafire.com/?qjcca1bcw8b6y9o
orginally posted in this thread http://na.leagueoflegends.com/board/showthread.php?t=1655613&highlight=strmckr&page=2


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Fobio

Junior Member

01-03-2012

Quote:
Originally Posted by StrmCkr View Post
armour reduction applys to objects with Armour

if the object has armour then you have your damage being more effective with armour pen

if they dont have litte to no armour you will see more of a direct diffrence with flat damage

lees abliies scale with ad and also use armour pen.

in the jungle wraiths wolves 2xgolem have 12 armour
red blue buff have 25:

most champions start with 25+ = which means you deal close to 100% of your real damage,

if they have more then 50 armour armour pen loses its effectivness {untill you buy more armour pen}

use heavy armour pen to attack champions
use some armour pen + attack damage to clear jungle faster {compensating for the armour some creeps have}

use all AD for minon farming as creep waves dont have armour

{hope that answers the quesion with out too much confusion}

if your still confused on what i mean i wrote an excel spreed sheet to calculate damage going through armour + some other stuff.

http://www.mediafire.com/?qjcca1bcw8b6y9o
orginally posted in this thread http://na.leagueoflegends.com/board/showthread.php?t=1655613&highlight=strmckr&page=2
wow thnx alot man!
appreciate it


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StrmCkr

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Senior Member

01-03-2012

np


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LancerXXX

Senior Member

01-03-2012

AD is better if you have AD scaling, and:

ArPen Mark : Quint ratio is 1 : 2
AD Mark : Quint ratio is 1 : 2.3 or something like that.


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Fobio

Junior Member

01-03-2012

So the best runes for jungle lee sin would be
6 ArP 3 AD
9 Armor
9 Magic Resist per lvl
3 AD Quint
???


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StrmCkr

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Senior Member

01-03-2012

Quote:
So the best runes for jungle lee sin would be
is not a question of what is the best, its a question of what do you want lee to do?

gank more effectivly early game or clear faster for farm
ive answered this question several times in the "how to jungle lee/ build discussion" treads just below this one

however here it is again:

the jungle creeps
wraiths wolves 2xgolem have at max 12 armour
red & blue buff have 25

optimal jungle runes for speed clearning faster farming paths for lee sin is
7 armour pen marks = 12 amour pen
2 flat ad marks +
3 flat ad quins = 8.6 ad
9 flat armour seals = 12 armour
then
a choice
9 flat cdr {for increased jungle times} = -5.89%
or
9 flat/scaleing magic resitance for better surviblity early/late game.
= 13 mr / +24 mr @ 18 (respectivly)

more effective ganks run:
9x armour pen marks and 3 armour pen quins = 25 armour pen
9 flat armour seals = 12 armour
then
a choice
9 flat cdr {for increased jungle times} = -5.89%
or
9 flat/scaleing magic resitance for better surviblity early/late game.
= 13 mr / +24 mr @ 18 (respectivly)


your jungling game will be slower clear times but when you connect with armoured target you hit harder.