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Originally Posted by Xypherous
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For example, let's take the following case here:
You have a Bruiser with 1000 health, 300 armor fighting an AD carry, versus a Bruiser with 4000 Health and 100 armor.
1. % Armor Penetration is equally as effective in both cases in fighting the bruiser - because of how effective health works.
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Wait what? Doesn't Bruiser 1 have 4000 EHP (the way armor works is that each point of armor is +1% EHP, right?), Bruiser 2 has 8000 EHP. Wouldn't it be bruiser 1 with 700 armor vs bruiser 2? In that case, 50% armor pen would make Bruiser 1 have 350 armor, or 4500 EHP vs Bruiser 2 having 6000 EHP. Not a mathematically sound example, if the way I understand armor is correct.
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2. However, Life Steal - is far more effective in the second case - whereas it is completely destroyed in the first case.
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While you argue that health makes lifesteal stronger, it also makes it weaker, since the person who gains the health without resistances also loses health easier. Probably a net gain overall for lifesteal, since in general lategame if the ADC is able to freely attack without getting bursted 100-0, they aren't going to die because of lifesteal, even if they went Warmogs.
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Let's take another example, in lane:
Let's say I'm fighting a primary physical damage dealer, whose probably itemized some sort of flat penetration. I have something like 800 health and 50 armor. How much gold do I need to spend to double my life-span?
1. Well, I could buy 800 health and have another 1200 effective health! Success!
2. Or I build 150 armor and have another 1200 effective health!
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If they itemize flat armor pen, it is incredibly unlikely that you have 800 health and 50 effective armor, unless you already itemize armor. Champions with a Brutalizer and flat armor pen marks and 21 offense will have about 28 armor pen. Assuming someone like Ezreal with armor seals, he has 25 armor and 430 health at level 1. By level 6, he has 830 HP and about 43 armor. Against 28 armor pen, his effective health is ~950. He is actually at roughly a break even point against physical damage. Considering chances are that the champion already has a Doran or 2, they already have a bit more health than 830, closer to 1000.
Obviously in order to get tanky vs a certain type of damage, a mix of health and resistances is needed. A champion with 2000 health and 100 armor is not going to benefit as much from 1200 health (+2400 EHP) or from 160 armor (+3200 EHP) as compared to 600 health and 80 armor (+3280 EHP).
Also, at the rune problem, why not buff some of the health runes? Only health/level seals see actual play (less so since they were for AP mids), and then health quints are seen on Shen maybe and no one else.