I brought this up earlier and I think now I can mention it NOW because people now realize the big problem with penetration and reduction. The Black Cleaver is the chief example of attempting to solve problems with physical damage from Auto-attacks and Abilities.
- Black Cleaver
- Last Whisper
- Malady
- Hurricane
I don't think many people have noted that they have had no issues with caster magic types. They have only noted several based off the following items, used or unused.
Black Cleaver is an issue. Due to the restructuring of % before flat in reduction and penetration, Black Cleaver is suddenly a huge 'buy' item. for 865 and 5% penetration more gold, you get 10 more AD, 15 armor penetration, 10 CDR, and 250 hp. That is a huge chunk for buying one item a tier higher. The % reduction is before penetration, so it's good not only for the user, but the team. But it gets better, nothing on this item is unique.
Last Whisper is an issue. What? Yes it is. The cost is significantly worse than Black Cleaver (BC). It's a last ditch item after all the ditches. It doesn't benefit as much as BC because allied reductions come AFTER the penetration. (such as Taric and Jarvan) Worse, the base items are not as useful as a brutalizer. Funny, Brutalizer + 1663 = Black Cleaver. A BF Sword is 1550. Remember, LW effects do not stack.
Malady gets +5% AP as magic damage, It seems like nothing until you remember the Offensive tree has the same effect of +5% AP as magic damage. Now it is 10%. On any champion that uses an 'on-hit' (not on-attack-on-target) ability scaling from AP, this becomes a huge problem. The viability has skyrocketed because they got scaling from two things, not one. It is nice for AP, but was obviously not intended for on-hit type champions. Look at the remake of Lichbane with +75% AP as magic. Why not that too? Because it doesn't have Attack Speed or MR reduction and is significantly cheaper.
Hurricane is another interesting case which has gone too far. You can tell it was meant for on-hit. However a lot of people have forgotten that it is also for AD range types as 50% of the AD gets spread. Time to do some thinking. If malady does ~30 damage a hit, a AD would have to have 60 AD to do the same amount physically. Wait, MR vs Armor issues. At some point someone is going to be making a LW or better yet a BC. Anything that didn't work in the old builds still won't work. But if you replace one item with a Hurricane, it suddenly works! Even better, all armor and MR items increased in cost, so now its even better!
But all this is a slap to one thing: Armor and MR cost increases. AD items got cheaper, Armor items got more expensive. They said so in their own patch notes. I don't think many people thought that BC was not going to have unique effects or that it would be so cheap and cost effective compared to LW.
There are a few things notable. These items all have to deal with Auto-Attacks, physical damage, and on-hit. I made a post earlier about itemization to deal with this. The point is that the items attempting to help 'physical damage casters' is not going to work with a blanket 'physical damage improvement by armor reduction/penetration'. The issue is the auto-attack VS abilities. This can be broken down further to the following issues:
- Auto-Attackers
- Physical Ability Damage
- On-hit
- Physical + Magic Ability Damage
- Attack Speed
No physical damage item had CDR before. Now they stacked CDR with penetration AND HP. Now physical casters have something that provides them with everything. Now auto-attackers have something to boost their ability usage. On-hit items took a hit, but on-hit items with abilities with on-hit effects got a huge boost. Physical + Magic Ability Damage still not addressed. AS got a nerf.
Now the big question: What are your solutions?
