League Of Legends Attack Dmg Runes Or Lethality On Adc

Varus (Easily my best ADC) - Caitlyn (Everyones bread and butter ADC but i do well on her) - Graves (Been using him for a while on and off, enjoy him and his kit allot) - Jinx (Great ADC with another great skillset/passive) My runes are currently: - Physical Dmg +15 - Magic Resists + 12 - Armour +9.

[10.2] Lethality Varus vs Attack Speed Varus

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  1. Oct 23, 2019  10.3 🏹 Mid Lethality Poke Build 🏹. Varus build guides on MOBAFire. Lissandragon, playing League of Legends over 6 years now! I loved to play Mid Lane Varus back in season 5 and 6, he got a lot of buffs lately and I think he is playable again! This is also helpful for Adc Varus players that chose to go for a poke build.
  2. Jan 01, 2020  S+ FULL ATTACK SPEED ON HIT PROJECT VAYNE ADC Build & Runes League of Legends S10. S+ FULL LETHALITY DARK HARVEST JHIN MID 60k DMG. PRESS THE ATTACK VAYNE ADC Build & Runes.
  3. Check your Summoner, Live Spectate and using powerful global League of Legends Statistics! S10 Bottom Jhin Runes - Champions - League of Legends - League of Legends League of Legends.
  4. 1: Being in auto-attack range is a goddamn death sentence. 2: Edge of Night gives you the ability to fuck up once and not instantly die. 3: As long as attack speed isn’t needed because you aren’t bothering with auto attacks, lethality items are the only ones that make sense to pick up. Alrighty: Let’s break it down in detail.
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League Of Legends Attack Dmg Runes Or Lethality On Adc 2

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Runes: Lethality Varus

Arcane Comet
Nimbus Cloak
Transcendence
Gathering Storm
League of legends attack dmg runes or lethality on adc 3
Inspiration
Magical Footwear
Biscuit Delivery
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

League Of Legends Attack Dmg Runes Or Lethality On Adc 3

Lethal Tempo
Triumph
Legend: Alacrity
Coup de Grace

League Of Legends Attack Dmg Runes Or Lethality On Adc 3

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Heal

Ranked #18 in
ADC Role
League of legends attack dmg runes or lethality on adc 2
Get More Stats

Items

Ability Order

Q
E

Champion Build Guide

League Of Legends Attack Dmg Runes Or Lethality On Adc 1

Testing Lethality Varus vs Full Attack Speed Varus
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League Of Legends Attack Dmg Runes Or Lethality On Adc 2

tbh, i think critical dmg runes need a buff.
you need to get over 350 attack damage without anyone damage runes to really see the difference.
the point is crit dmg can be seen as AD per lvl since it works best with a lot of AD.
maximum damage increase with crit dmg runes:
full marks, seals and quints(total 40% crit dmg) give a damage increase of: 15.3% as soon as you have bought your infinity edge.
normal crit dmg: 200% +
lethality 5-10%(5% for ranged, mastery) +
50% from infinity edge.
total: 255-260%
40/255 = 15.7% or 40/260 = 15.4% damage increase on crits (note that the reinforced armor mastery can take away a huge part of this since it is applied after these calculations and thus reduce this amount by about 12%, but this doesnt matter since this is applied to all crits, even the onces without crit dmg runes)
crit dmg cap for ranged champions: 300% (no other passives that increase that on ranged champions)
increased dmg: 17.6%(45/255) more then normal (but you have lost any AD armor or mr from runes so you will see later on that to succesfully use these crit dmg runes you need 400 AD at the least, which simply makes these runes not viable)
crit dmg cap for melee champions: 305% + passive increase (tryndamere)
increased dmg: 17.3%(45/260) more then normal, with tryndamere's passive tho the amount of dmg that is increased on crits gets even lower and thus less usefull.
alright so how does my damage change?
lets say i have 300AD since i want huge crits and i probably need a PD aswell so 300AD is about the max.
300 + 22(full flat AD), 18(flat AD + armor) or 52(full AD per lvl) = 322, 318 or 352 AD
322 * 2.55(ranged) = 821.1 dmg
318 * 2.55(ranged) = 810.9 dmg <- i would recommend to take this since your attacks will be much more deadly in early game, thus allowing you to farm or kill easier.
352 * 2.55(ranged) = 897.6 dmg
300 * 3.00(ranged full crit dmg) = 900 dmg <- i wouldn't recommend this, it just sucks as i show right here below, the glyph's are really inefficient when they are used for crit dmg, the seals are better then AD if you get to 300+ AD.
306.6 * 2.95(when you exchange crit dmg glyphs for AD per lvl) = 904.47
so what we see here is that the total damage increase is about 2 dmg compared to scaling AD and about 78 damage compared to full flat AD, but we still need to take in account that the critchance we have is probably not above 55% (PD + IE) so we are still sacrificing about 45% of that extra damage, making the 78 damage an increase of 43 dmg.
i do not know when the reinforced armor mastery(10% reduced crit dmg) takes place, if it reduces total dmg or the critical dmg the opponent has.
in case 1 you have to further reduce the 43dmg, since 10% of 900 is more then 10% of 810.
note: for gangplank crit dmg runes are more viable since his Q has some base damage and will thus easier get more dmg when having crit dmg runes
conclusion: AD per lvl is more useful as critical dmg runes since it doesn't require you to have any crit chance to gain the bonus effects. AD per lvl doesn't rely on any items, crit dmg does.
if you have seen any flaws in my calculations i would be glad to fix those. any missing parts could be added as well of course.
greetings,
Quimoth