League Of Legends Dmg Runes

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We track the millions of LoL games played every day to gather champion stats, matchups, builds & summoner rankings, as well as champion stats, popularity. Welcome to the Forum Archive! Years of conversation fill a tonne of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an 'OK' thread, or anything in between, you can find it here. With the Crit Dmg Rune build, my main goal is to outlane and outfarm my opponent early on by rushing Cloak of Agility while he goes for B.F. Obviously, his is gonna' take a lot longer than mine and I can reap the benefits of having a Cloak of Agility for the Critical Chance AND Crit Dmg Runes for the additional damage.

Best Runes League Of Legends

tbh, i think critical dmg runes need a buff.
you need to get over 350 attack damage without anyone damage runes to really see the difference.
the point is crit dmg can be seen as AD per lvl since it works best with a lot of AD.
maximum damage increase with crit dmg runes:
full marks, seals and quints(total 40% crit dmg) give a damage increase of: 15.3% as soon as you have bought your infinity edge. Mac os x mojave dmg hackintosh.
normal crit dmg: 200% +
lethality 5-10%(5% for ranged, mastery) +
50% from infinity edge.
total: 255-260%
40/255 = 15.7% or 40/260 = 15.4% damage increase on crits (note that the reinforced armor mastery can take away a huge part of this since it is applied after these calculations and thus reduce this amount by about 12%, but this doesnt matter since this is applied to all crits, even the onces without crit dmg runes)
crit dmg cap for ranged champions: 300% (no other passives that increase that on ranged champions)
increased dmg: 17.6%(45/255) more then normal (but you have lost any AD armor or mr from runes so you will see later on that to succesfully use these crit dmg runes you need 400 AD at the least, which simply makes these runes not viable)
crit dmg cap for melee champions: 305% + passive increase (tryndamere)
increased dmg: 17.3%(45/260) more then normal, with tryndamere's passive tho the amount of dmg that is increased on crits gets even lower and thus less usefull.
alright so how does my damage change?
lets say i have 300AD since i want huge crits and i probably need a PD aswell so 300AD is about the max.
300 + 22(full flat AD), 18(flat AD + armor) or 52(full AD per lvl) = 322, 318 or 352 AD
322 * 2.55(ranged) = 821.1 dmg
318 * 2.55(ranged) = 810.9 dmg <- i would recommend to take this since your attacks will be much more deadly in early game, thus allowing you to farm or kill easier.
352 * 2.55(ranged) = 897.6 dmg
300 * 3.00(ranged full crit dmg) = 900 dmg <- i wouldn't recommend this, it just sucks as i show right here below, the glyph's are really inefficient when they are used for crit dmg, the seals are better then AD if you get to 300+ AD.
306.6 * 2.95(when you exchange crit dmg glyphs for AD per lvl) = 904.47
so what we see here is that the total damage increase is about 2 dmg compared to scaling AD and about 78 damage compared to full flat AD, but we still need to take in account that the critchance we have is probably not above 55% (PD + IE) so we are still sacrificing about 45% of that extra damage, making the 78 damage an increase of 43 dmg.
i do not know when the reinforced armor mastery(10% reduced crit dmg) takes place, if it reduces total dmg or the critical dmg the opponent has.
in case 1 you have to further reduce the 43dmg, since 10% of 900 is more then 10% of 810.
note: for gangplank crit dmg runes are more viable since his Q has some base damage and will thus easier get more dmg when having crit dmg runes
conclusion: AD per lvl is more useful as critical dmg runes since it doesn't require you to have any crit chance to gain the bonus effects. AD per lvl doesn't rely on any items, crit dmg does.
if you have seen any flaws in my calculations i would be glad to fix those. any missing parts could be added as well of course.
greetings,
Quimoth

League Of Legends Dmg Runes

Riot Games

I'm thinking specifically AD carries that get Zeal and Phantom Dancers first (Kog'Maw or Vayne). But it can also definitely work with champions that get Infinity Edge first (Tristana), by rushing Cloak of Agility (830) instead of farming for B.F. Sword (1650). Cloak of Agility can be farmed a lot faster than B.F. Sword, and with the added Crit Dmg bonus, could still do some damage enough to farm for the rest of the items. It can land you some early kills at bot lane because the enemy ADC would still be farming for his B.F. Sword while you already have a Cloak of Agility. It would scale a lot better later on than AD Runes. And it also stacks with Infinity Edge.
So instead of going:
Boots + Pots x3
Doran's Blade
Doran's Blade
B.F Sword (1650)
you can go:
Boots + Pots x3
Doran's Blade
Doran's Blade
Cloak of Agility (830)
instead.
TL;DR - B.F. Sword (1650 = expensive). Cloak of Agility (830 = cheap). Cloak of Agility + Crit Dmg Runes (nice scale) = Win?
I'm just curious as to why AD Runes are still preferred over them. I'm still pretty new to this game so can anyone explain?