Quote:
Originally Posted by MeagerEvil
Same as above actually, he uses a 2.33 crit damage multiplier, where (I assume) it should be 2 * 1.33 or 2.66 as the total damage is modified by 33% not just added to the crit multiplier percentage. I have searched and found nothing absolute from riot, but it is how I have interpreted the runes, It is extremely hard to verify this math in game. If I find out anything new I will update it.
In fact this seems to be the crux of the issue, how crit damage runes are applied, if they are applied my way, then my math stands and they are useful at a certain crit percentage, however for the sake of argument, if it is applied as additional percentage ontop of the 200% then they are ****ing useless.
100 Internets to anyone who can link a OFFICIAL answer to how crit dmg runes are applied.
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...why wouldn't it just be additively added to the 200%?
I see no logical reason that it would be done the other way. The rune says "+2.23% critical
damage"
Extreme emphasis on the plus sign. This implies that you add that onto the 200%. If it said "2.23% increase in critical
damage" then I could assume it applied multiplicatively like you say. But it doesn't make SENSE to do it that way, and makes things overly complicated.
Yeah, it does make them useless, but that's because you'd be gambling on crits to begin with.
Armor Pen is better because it affects all of your physical
damage, normal and crits alike. You need an extremely high
crit chance (say, 3 Phantom Dancers), to truly benefit from the extra
crit damage, but even that would be reduced by
armor.