INTRODUCTION
I wanted to demystify the multitude of game mechanics that go into figuring out the damage that is dealt by parrrley and how it interacts with target champions. This is based on release v1.0.0.98. My complete Gangplank guide is linked below, if you want to see build details. This thread is purely for parrrley mechanics.
Additional thanks to: leaguecraft.com, Akanei, Wildstorm.
EDIT: 1/29/2010
My full Gangplank guide has won 2nd place in the leaguecraft.com guide contest! Thanks to all who voted!
EDIT: 2/10/2010
I have updated this to reflect the recent patch, but I have not really tested it. I am assuming the same mechanics apply. If anyone finds anything different, post here and I will modify the guide accordingly.
EDIT: 3/29/2010
My Gangplank guide has hit the 30,000 views mark! Hooray!
EDIT: 6/30/2010
Few updates to reflect patches that I forgot to apply to the equations and mathcrafting...
EDIT: 8/21/2010
Added additional mechanics info...
The red numbers that appear above a target's head when you parrrley them can be calculated as follows, rounding to the nearest whole number:
Variables:
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base => Gangplanks's base attack value (your damage without items/runes/masteries/etc) total => Gangplank's total attack value (your damage with items/runes/masteries/etc) AP => Ability power of your champion Pdmg => Damage based on parrrley level (1-5): 20/55/90/120/150 critdmg => Default is 2, but can be increased with crit damage modifiers (example: with infinity edge critdmg=2.5), set this to 1 for the case of no-crit armor => target's armor value, applying debuffs in proper order (see next section) armorpen => amount of armor penetration from items, runes, and masteries (can be of a fixed value or a percentage of the target's resist, or the sum of both) |
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with nothing [(1.0 * total + Pdmg) * critdmg] * 100/[100 + max(0, armor - armorpen)] with sheen [(1.0 * total + Pdmg) * critdmg + 0.8 * base] * 100/[100 + max(0, armor - armorpen)] with triforce [(1.0 * total + Pdmg) * critdmg + 1.3 * base] * 100/[100 + max(0, armor - armorpen)] with lichbane [(1.0 * total + Pdmg) * critdmg + AP] * 100/[100 + max(0, armor - armorpen)] |
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with nothing [(1.0 * total + Pdmg) * critdmg] * [1 - armor/(100 - armor)] with sheen [(1.0 * total + Pdmg) * critdmg + 0.8 * base] * [1 - armor/(100 - armor)] with triforce [(1.0 * total + Pdmg) * critdmg + 1.3 * base] * [1 - armor/(100 - armor)] with lichbane [(1.0 * total + Pdmg) * critdmg + AP] * [1 - armor/(100 - armor)] |
Armor reduction and armor penetration are applied in this order:
1. % reduction (Bushwack)
2. Flat reduction (Black Cleaver debuff, Puncturing Taunt, etc)
3. Flat penetration (The Brutalizer, Sunder Mastery, Runes of Desolation)
4. % penetration (Last Whisper)
(note: not sure of the order of 1 & 2 since the patch notes only mention a change to the order in which penetration is applied, not reduction).
Apply 1 & 2 to get the enemy target's new armor value, which you and your teammates will see. Apply 3 & 4 to that new value based on what armor penetration you possess.
What if I don't see red damage numbers when I parrrley? What if I see "dodge" or "miss"?
As of patch v1.0.0.94, Gangplank's parrrley is "no longer dodgable and is unaffected by blinds." The patch doesn't specify if it means all chance-to-hit debuffs or just blinds (the ones that make you miss 100% of the time). I'm guessing you can no longer miss with parrrley, regardless of debuffs on your champion, but for now I will leave these little factoids here...
Misses are caused by having debuffs on your character that reduce your chance to hit:
- Corki's phosphorus bomb reduces your chance to hit by 35%
- Teemo's blinding dart reduces your chance to hit by 100%
- Heimerdinger's CH-1 concussion grenade reduces your chance to hit by 100%
- Exhaust summoner ability reduces your chance to hit by 100%
After playing a few games, I believe Banshee's Veil still blocks Parrrley, which is horribly stupid in my opinion, since the damage is now physical.
Putting it altogether in a real battle situation:
You're a level 10 Gangplank with 82 base damage, 162 total damage and 40 armor penetration. You have a Sheen and an Infinity Edge. Let's assume your total chance to crit is 40%. While under the effect of Corki's phosphorus bomb, you cast level 5 parrrley on a level 10 Jax with 59 armor who has a 27% chance to dodge.
If my assumptions are correct that parrrley cannot be dodged and that it can no longer miss (again, it may only be immune to blinds and not other chance-to-hit debuffs), then:
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There is a 60% chance that you will hit Jax for 317 damage. There is a 40% chance that you will crit Jax for 711 damage. |
Other mechanics:
1. It was brought to my attention that Guinsoo said Last Whisper doesn't work with abilities (such as Parrrley): https://www.leagueoflegends.com/boar...76#post1831576
I have tested this in a practice game and Guinsoo is just flat out wrong (unless he was in fact correct at the time it was posted and it had since been patched without mention in the change log). Last Whisper will penetrate armor and affect Parrrley damage accordingly. And no, I didn't do the math wrong. As you can see, I have the equations down pat.
2. Parrrley will not trigger spell vamp, only lifesteal. Raise Moral and Cannon Barrage will trigger spell vamp, however.
What does this all mean in terms of strategy?
There is no real strategy anymore. Just get armor pen. Prior to the patch, there was an art to playing this champion. There was strategy that could greatly optimize how useful you could be on a team. It's why I loved playing him. Whatever. Thanks to everyone who supported my guides over the past few months. As a courtesy to you, I will keep these guides up to date based on the strategies that I follow most often.



