Quote:
Originally Posted by Charmicarmicarmicat
Ofcourse I read your guide.
180 divided by 4 is 45. That means, an average of 45 magic damage added on each attack(along with 30ias and 15 cdr) that's not bad, but not good enough to warrant a full focus of the hero (imo)
But you ARE autoattacking. 100% of your damage requires you to perform an attack command, regardless of whether you have a red or a gold card over your head. So you have no way of chipping away at the enemy without exposing yourself (after all your range is lower than most range heroes, your health is mediocre and you have no innate escape mech)
At any rate, 45 damage per hit still requires almost 6 autoattacks to compete with the burst of wildcards. That might not seem like a lot to you if you play in an environment where people have trouble focusing the proper enemies and just go for whoever, but where I come from 6 auto attacks in a 5v5 is a death sentence until the fight narrows down to atleast 3v3~. Theres simply too much cc and focus fire flying around. Not to mention, wildcards can hit multiple enemies. Often though, the first 1-2 kills decide the outcome of the teamfight, therefore I find it better to be able to dish out some burst from safety.
I'd rather take a sheen, throw a goldcard+wildcard+autoattack burst combo for 600 damage rather than having to redcard+4 autoattacks to achieve the same damage. You may do more dmg over time (sustained DPS) but it also exposes you.
A good hybrid build to me should include trinity force. It has the jack of all trades, adding to both your survivability (hp and movespeed) as well as DPS (AP, dmg, AS) but the most important part is the 130% base dmg on your next attack. This is a great boost to your pick a card skill. Madreds is very good against tanks, dragon and baron so that's a solid item as well.
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Whoa, whoa, you're wayyyy off damage wise. That additional damage is on top of a huge amount coming from other sources. 4% of their max health from Madred's is a crapload of added damage; if someone has 1500 hp, it's doing an extra 60 dmg a hit. On a tank, it's 120 per hit. Average attack damage with just those items, which are relatively easy to get, is about 130 at around 2.2-2.3 AS. Add in 20 armor pen and an additional 100 magic damage every fourth hit from SotD. If your AS is about 2.5, and you GC someone for a 2 second stun, the initial hit will do roughly 550 damage before armor and MR, with a -20 Armor pen. You will hit them minimum four more times, but usually five more, before they budge one inch. three more hits at regular damage, which is 220 damage, then another proc of SotD and SD for about 510, then one more hit at 220. That's almost 2000 damage (not factoring in their armor and MR, also not factoring in the -20 armor from SotD) before they move at all. Are you going to tell me cards come remotely close to that kind of burst? No way. You also greatly underestimate the harass of a stacked SD+red card.
You're basically saying that WC is superior in a situation where there's a 3v3-5v5 skirmishing, and you're trying to plink away some health, say from someone camping a turret. First, WC is easy as hell to dodge, second, you completely contradict yourself by saying you want WC build so you aren't exposed, but then saying you'd GC+WC+auto attack combo. You have to be at close range to do that, and there is no possible way that would do anywhere near the damage of what I stated above, not to mention when they come out of stun alive, you'll just stand there looking dumb and auto attacking for 50 damage. But yes, in the situation where you're hiding behind your entire team and neither team will initiate, WC is superior at being annoying.
TF has poor AP ratios and poor AD since half his damage comes from magic as well. It makes no sense to try and focus on making all of his mediocre stats somewhat passable. yeah, you might get out a whopping 400 damage WC if you manage to get 200 AP on top of your trinity force. So maybe a mejai's, boots, trinity force, and then another AP item if you can build the stacks. Yeah, or you could just get boots, SotD, Madred's, and do way, way more damage. When you gate in to gank someone with this build, they are not getting away unless something goes horribly wrong. In team fights you will go in with your team and rape just like any other carry would, except better because you have a short CD stun/aoe slow.
I actually had this situation happen earlier, where I laned against an AP TF. Neither of us killed one another and it was mostly a stalemate; I spammed SD stacks+red card, he spammed WC+red card, the results were about the same. Later in the game, we had a natural push on top, so I gated in to push it in. he then gated behind me directly after. He had a trin/ap build, I had my SotD/madred's. he got his GC off first, WC'd me, then auto attacked me, taking about half my hp. I then GC'd him and he was dead before the stun wore off.
LoL isn't a game of 1v1s, but I think it makes a point