Quote:
Originally Posted by Cyst
...words...
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You know what I love? I love theory. You know why I love theory? Theory always
sounds good. I have no idea why I'm about to waste my time explaining to you why theory =/= reality, but god help me I will do my best to educate you.
So lets start off by saying you're right. Yep you're right. If I stand there and beat away on an enemy with your
theory I will do better by the numbers. So then you're completely right....right?
Wrong. But what do you mean wrong? You just said the numbers are right and clearly the numbers don't lie. You spent so much time pretending to be smart that you totally forgot a few things. These things are called variables, I'm sure you're familiar with them since your math is so accurate. However, these variables are incredibly elusive and to put a number on them is
virtually impossible. What could these variables possibly be, I mean you saw the numbers, what else matters?
Now the fun part. Tryndamere is a melee champion. Tryndamere must actually be able to stay on his target to do damage, in which case he is usually being kited, slowed, stunned, knocked back, knocked up...I think you get the idea. Your calculations are
entirely based around a stand still fight where you get to beat on a target that does not run, does not fight back, and does not have help. Why on earth would you stack a Random Chance stat, that by the way he already gains a large amount of on his own when played as intended, instead of something to help increase his flat damage and potential damage?
Keep in mind that I do in-fact get crit items on Tryndamere. I usually run Infinity Edge and Youmuu's Ghostblade. These items combined give 35% crit chance on top of his 50% chance when in endless rage (0hp unless you pop yours before initiating?) Add in a double elixir buff before late game fights and I'm at a whopping 55% chance at, you guessed it, 100% hp at level 18. Under endless rage (where you'll be doing most of your fighting unless the other team for some reason ignores you) that equates to %55+%50 or over 100% without
stacking crit items.
Let's just say I run Stark's Fervor or LW instead of ghostblade (heaven forbid the enemy team actually have some armor or I give my team an aura). That's still 20% chance to crit at 100% hp without elixir or 40% chance to crit with one at level 18. That's also
still 90% chance to crit under endless rage.
So, and correct me if I'm wrong, but unless you play Tryndamere as a champion who never enters a fight below 100% hp, crit
stacking is pointless. Again, I will say that I prefer armor pen, attack speed and critical strike damage over crit
stacking. Who knows though, perhaps I'm ******ed, I mean who doesn't have 100% hp left in a fight as Tryndamere after they enemy team has blown every CC and burst they have on you. I mean seriously who uses endless rage to take down two plus enemies and cleanse/spinningh slash/youmuu's/ghosts away unscathed?
So for math that's based entirely around being able to bash on an enemy for a set/infinite duration of time, you've got me. In games where I actually have to do more than stand there bashing on an enemy....well I'll let you think about it.
Edit:
I'm guessing based on the direction you took your argument that you're assuming Tryndamere is standing there bashing on...Tryndamere. Wow what a great assessment of builds. If it makes you feel any better, I will totally agree that your build > all builds Tryndmere vs. Tryndamere. Also for the record, you having 600 wins to me having 400 wins still doesn't equate to you being around when those differences were in affect...in case you were trying to write an equation or something.
Fixed an error with crit chance w/ elixir based on a faulty tool tip. For the record it still works out in my favor due to the elixir *always* giving 20% crit chance no matter what level so all the points made about level 18 end game elixir apply to any point in the game actually.