Quote:
Originally Posted by RogueJB
Muramana alone gives you a bonus 40 physical damage and you can't run out of mana. Usually I have at least 2500 mana at the end of a game, that is a total of 90 bonus damage from an item cheaper than a BT or really any other item used on an ADC. Also with the new Muramana active you can deal a bonus 120 magic damage per q/autoattack.
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This thread was started before the Season 3 patch though, when Muramana didn't exist at all, making this a bit of a necro post. Trinity Force was stronger and Manamune was considerably weaker at that time.
Quote:
Originally Posted by HereticSage
The issue just happens to be that on-hit damage doesn't crit, which is the main way an adc does damage, through infinity edge and BT as the base for your power, with phantom dancer allowing you to attack more with more crit chance (or trinity force, in ez's case), and last whisper enabling you to punch through armor. There's really only a 1-item flexibility in an adc build, and most people use that last slot to obtain defense (in the form of Guardian Angel). That's also the reason I criticize iceborn gauntlet on ez (which only gets me downvotes these days, sigh).
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ADC's are reliant on increasing their damage output exponentially, which doesn't necessarily have to involve critical strikes. The thing that generally allows carries to ramp up their sustained damage to a point it allows them to carry teams is the amount of multipliers they have - and those multipliers include attack damage, attack speed, critical strike chance and damage, armor penetration, and multi-target damage. In season 2 only attack damage, attack speed, and critical strike chance were really plentiful enough to build around - now Hurricane/Hydra offer enough reliable multi-target damage they're viable picks, and with the new way armor and magic penetrations are calculated you can go for penetrations as a multiplier instead. So no, critical strikes aren't required for an ADC at all, and you do have flexability in a build. Beyond that On-hit effects not benefiting from things outside of attack speed doesn't matter if they still deal noteworthy damage. If it's cheaper to increase DPS with certain on-hit effects than actually scaling other attributes with critical strikes than the on-hit effects aren't going to waste. which Muramana certainly does, as you more or less pay for the AD on it by the time it's fully stacked, dealing the bonus magic damage really is more of a bonus. It's important to note Ezreal's spam-happy Mystic Shot can't critically strike, but does apply Muramana's on-hit effect and can benefit from armor penetration, so with ADCs like Ezreal that have single-target spells you really don't need critical strikes at all.