The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).
Any skill that can crit will be affected by ArPen anyway, so saying you have no use for ArPen because your skills don't use it, means you have no use for crit. chance or crit. damage either.
Now, while I'm here I might as well compare the runes. I'm going to compare marks only though: Armor Penetration The formula for damage reduction from armor is 'Damage Reduction = Total Armor / (100 + Total Armor)'. You get 18 armor penetration from runes, and most champions at level 1 have around 18 armor or less, so in the best case scenario at level 1 you'd be bringing them from 18/(100+18) = 15% reduced damage to 0% reduced damage, for a 15% boost in your attack damage. Your typical level 18 Ashe has 70 base armor, for 70/(100+70) = 41% damage reduction, and your runes would bring that down to 52/(100+52) = 34% damage reduction, which results in a 7% increase in your attack damage. At 100 armor your runes give you a 5% damage increase, and it gets lower from there. Critical Chance This is much more straightforward. 10% crit. chance means you get a 10% increase in your damage output over time. Since you can get 8% crit chance from runes, that means an 8% damage increase overall, remaining constant till endgame. If you purchase an Infinity Edge at some point, these runes will give you a 12% damage increase instead. Since this gets affected by armor, using the example from the ArPen runes: Against 18 armor: 6.8% damage increase Against 70 armor: 4.72% damage increase Against 100 armor: 4% damage increase With IE against 70 armor: 7% damage increase. With IE against 100 armor: 6% damage increase. Critical damage The problem here is that this relies on you having critical chance to begin with. If you start with Brawler's Gloves that'd set you at 8% crit chance, with a 22% damage increase from runes that'd give you a 9.76% damage increase. However, this is counting the 8% damage increase you got from the glove, so actually you only get a whopping 1.76% damage increase out of the runes. With 50% crit chance, you get an 11% damage increase, and with 70% crit. chance you get an 15% damage increase. Now, let's bring armor to the mix: 18 armor, 8% crit. chance: 1.49% damage increase 70 armor, 50% crit. chance: 6.49% damage increase 70 armor, 70% crit. chance: 8.85% damage increase To sum up: Best early game rune: Armor Penetration. Worst early game rune: Critical Damage, by far. Best late game rune: Critical Damage (highly dependent on your itemization, as in: you need lots of crit. rate). Second best would be Critical Chance (with IE), or Armor Penetration (without IE). The difference is pretty marginal. Oh, and the equation for calculating the extra damage added by critical damage is '(Crit. Damage*Crit. Chance)-(100*Crit. Chance)'. Crit. Damage is on a base of 100 Crit. Damage (IE = 150, Crit. Damage Marks = 122). Note: Remember Critical Damage relies on you spending lots of money on crit. chance items, money that you could've spent on damage for equal or even better effects with the other runes. Don't just look blindly at these numbers and go 'ZOMG THESE R THE ROONS I NEED', do the math with several different item builds to be sure they're the ones that fit you best.
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