Season 3 Changes Discussion: Penetration is vicious!

 

Season 3 Changes Discussion: Penetration is vicious!

     Phreak recently announced that one of their planned changes for season 3 is to have percentage penetration apply before flat penetration.  My immediate reaction was "Wait, what?  You serious?"  That is a pretty big change to the damage formula for League.  Now, this can all change due to item changes they plan to implement, but I will use current items to explain why this is a pretty big change and why it could lead some serious pain for some people.

That looks painful!

How it works now

      Time for a little review. The damage formula for League of legends is this:

     Currently, the way the penetration works is that you reduce the stat first by flat, then by percentage.  To illustrate, lets do some quick math.

Mage: Haunting Guise, Sorc Shoes, Void Staff and magic mastery, attacking a 100 MR Carry. 

(100 MR - 20 (Haunting Guise) - 20 (Sorc Shoes)) x .5 (Void Staff + Mastery) = 30 MR, which gives 23% damage reduction from our damage.  23% reduction is nothing to scoff at, and being percentage reduction, it matters more, the more damage you do.  

Because of how it works now, you cannot easily reduce someone down to 0 defenses easily.  It can only be done if they are already at 0 with flat penetration alone, as you take a percentage of the remaining.  So even if you had their MR down to 1, it will not reach 0 through a Void Staff.  

How it will work in Season 3

     Now how it works in season 3 is interesting.  Lets take our same setup:

Mage: Haunting Guise, Sorc Shoes, Void Staff and magic mastery, attacking a 100 MR Carry. 

(100 MR x .5 (Void Staff and Mastery) - 20 (Haunting Guise) - 20 (Sorc Shoes) = 10 MR or 9% Damage reduction. 

The exact same build from season 2 gets an effective 14% Damage increase!  Now the percentage reduction will always apply to the number you want it too (The bigger one!) and have your flat reduction apply to the one you want (the smaller!) making both types of penetration more effective when paired together.  Why would Riot do this and what can we draw from their intentions knowing this change?

Making Burst Mages and Assassins Competitive

     Riot has stated that they are planning on making burst mages (Like Annie) a more competitive option over either sustained damage carries (karthus, ryze, Cassiopeia) or Utility mages (Zyra, Morgana, Anivia, Orianna).  I believe that the changes to the formula are designed to do just that.  While all damage dealers benefit from the change, Sustained damage carries need some defenses to keep their damage going, while burst mages are less concerned about that as they go in, blow something up and get out.  Even if a burst mage dies after unloading, does it matter?  They did their job.  I believe this is part of the intended change to make burst mages more lethal.  The same applies to Assassins as well, as I am sure the new itemization will give them similar benefits.

     Those that should be particularly afraid are glass cannon builds.  A single defensive item is now relatively easy to negate and bring your defenses down to 0.  Obviously this is focused somewhat on AD carries, but it applies to everyone as well.  Glass cannons will be hurt by burst mages and burst assassins more easily with this change.

The changes to itemization

     Now everything I wrote above is admittedly theory, grounded in season 2 items.  Come season 3, the numbers could change dramatically on the items but the change does benefit some champions more than others.  AD assassins are likely to see flat armor reduction items similar to the ones mages currently enjoy.  Making their burst damage so much more killer.  As a result of this new found burst, my suspicion is that either we will see cheaper defensive items to make up for the fact it is now possible to reach 0 defenses easier.  Or we will see an overall enhancement in offense as many classes get access to more dual purpose items like Maw, Phage and Abyssal. 

Conclusion

     I have no crystal ball to know exactly what will happen with season 3.  But when the company states it might change one of its basic damage formulas, I think we should start talking.  Personally, I am very excited for what is in store for Season 3.  It seems like they have really taken the time to overhaul a fundamental part of their game and that makes me happy as a player.  I look forward to learning the new items and figuring out will make my favorite champions more effective.  What does it all mean to you?  

 

        

 

 

 

 

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Comments

  • #58 exacerberus

    Quote from Xyltin »


    I think riot has to reduce the flat values to never reach 50 with runes + masteries + items (it should be possible, but not with 2-3 flat ArPen items)
    At the same time they should increase the % value (not with one item, but by increaseing the amount of items).

    I love your suggestion, 100% agreed.

    Mongol General: Conan! What is best in life?

    Conan: To crush your enemies, see them driven before you, and hear the lamentations of their women.

    Mongol General: That is good! That is good.

    - Conan the Barbarian -

  • #61 monkyyy

    "That will probably lead to glass canon vs glass canon if they are not careful with the penetration change."

    yay, that sounds like fun

  • #49 ReganDryke

    If you are Xerath with Void Staff and 21 offense masteries you already have 90% mr reduction(void staff + masteries + locus of power)  you are near true damage put him sorc shoes and you are hitting true damage against anyone under 200 MR. I think we will see Xerath a lot more in s3.

     

    Another thing how external source of Mpen are calculated? I'm thinking about Mpen procured by Soraka Starcall / Fiddlesticks passive or a support carrying an abyssal scepter. Do they reduce the global Mres of a champion or are calculated after your own %reduction?

     

    (Sorry for the bad english)

  • #51 Xyltin

    40% + 10% + 40% would be 90%, but penetration doesn't work like that.

    40% + 6% + 21.6% = 67.6%

     

     

    Currently it is:
    Reduction (flat and %; order based on the ability)
    Flat Penetration
    % Penetration

    S1/S3:
    Reduction (flat and %; order based on the ability)
    % Penetration
    Flat Penetration

    Reductions will stay the same (Jarvan, Wukong, Abyssal, BC, ...)

    Last edited by Xyltin on 10/30/2012 11:32:50 AM
  • #55 Douggie

    I see what you did there...Took me a moment to see where you got those numbers, final number is correct though.

    Reduction however does not care about order of abilities. It is applied the same way. Flat first then percent.

  • #65 Xyltin

    Sry, was at work and didn't have the time to write the formula down.
    Actually I'm always at work when i wrote in here and don't have much time for a single post.

  • #71 Psyke

    Regardless, 67.6% is still a huge reduction, and I do predict the changes to penetration to be an immense indirect buff to Xerath. I already love to play him because of his immense damage potential late game due to the fact that he ignores so much resistances when using his root, but if those penetration changes go through, his late game will make him a monster with enough Magic Penetration.

  • #52 pnsteva

    Abyssal scepter magic reduction is calculated before any magic penetration.

  • #53 scruftypufty

    the change won't change xerath mechanics it will boost any1 damage so xerath won't get a huge boost at all

  • #56 Douggie

    Actually he will, since now he will be doing true damage to anyone with under 100 MR.

    Xerath with Sorc Shoes, Haunting Guise, Void Staff, Mastery and Max Locus of Power:

    Against 100 MR under old: (100-20-20)*67.6% ~ 19.5 MR

    Against 100 MR under new: (100*67.6%)-20-20 = 0 MR (Penetration can't reduce below zero)

    19.5 MR is a big difference. You are only doing about 84% of your potential damage against 19.5 MR (the game will round up to 20). I don't know about you but seeing a ~16% damage increase in that scenario is a lot.

  • #66 Xyltin

    That's right.

    champs with a large amount of % Penetration will get a bigger advantage (when they combined flat with that % Penetration) than others:
    - Darius (his E + brutalizer + Runes + LW could be really broken)
    - Xerath (Sorc shoes + W + runes + mastery alone will give him around 14 extra penetration)

  • #47 exacerberus

    Mmh, about mages... this may help Annie a lot but unless they're gonna change Hunting Guise and Abyssal and add more MagPen items, I dare to say this is not gonna help Assassin mages that much, since Hunting Guise is an excellent mid game item -if you're ahead- on champs like Rumble, Ryze, even Annie, but 25 AP lategame make it kinda lacklustre; Abyssal has a meh range after its nerf and is now more suited to AP bruiser than to long range mages (ofc its AP and MR are still excellent).

    What I mean is that having a non-upgradeable 25AP item like HG and a short range aura item like Abyssal on... let's say LeBlanc kinda sucks (I do hate Auras on assassins, you can hide in a bush and your debuff auras -or buff ones if you're really a stupid assassin and your teammates are close to you- are gonna warn every enemy getting closer: "hey, that idiot is in that bush, let's skillshot/dive him").

    Instead some Utility mages like Morg (Sorc Shoes, Zhonya's, Abyssal, Raba, Void, GA/RoA (first item or skip)/Grail (from early Chalice)) are gonna get way more benefits than most of the above mentioned AP assassins; same goes for some sustain spammers (wanna see a Cassio with Sorc + Abyssal + Raba + Rylai + Void + WotA Twin Fanging your face with true damage every 0.5 sec?? Same goes for Ryze).

    Pretty much the same could be said about AD casters: Yomuu's Ghostblade is an excellent item but has Crit Chance, which is almost a useless stat on most of the AD casters and just decent on Pantheon (after getting Certain Death) and Talon (only post Trinity and if he's gonna get IE last item); Black Cleaver has AS and a passive that needs to be stacked: so meh on any AD caster. If they'd implement something like LVDP even on SR map, that would be awesome.

    In short: speculating before the new items and the changes to current itemization is kinda dangerous and could be misleading, but for sure the change to how penetration works is a big mechanic change and something I guess we all welcome.

    Mongol General: Conan! What is best in life?

    Conan: To crush your enemies, see them driven before you, and hear the lamentations of their women.

    Mongol General: That is good! That is good.

    - Conan the Barbarian -

  • #46 graiseperiod

    This is just gonna put ADC at an even more dominant role in the game.  200 armor vs an ADC already gets shredded in under 10 seconds late game, this will make it more like 8 seconds.

    As well, all standard mid-laners will benefit from this greatly, as most get void staff in their builds.

    To me, this just pushes bruisers (already pretty much worthless towards the end of s2) and tanks further down in viability

  • #45 ThePaprikaKiller

    Aside from the voidstaff/mastery thing, the actual increase in damage you write up ( the 14%) is wrong. the difference in damage, going by the example, now is 77%, and in S3 it will be 91%. this means there is an increase of 91/77 = 1.1818..., so 18.2% increase in damage.

  • #57 Douggie

    Although your math looks right, I think your flawed.

    I can't remember where I read it and I can't find the article so I'll do my best.  When stacking multiplicatively you are actually multiply a different number then what is displayed.  This is because you don't care about that number.  You care about it's effect.  40% of 100 is 60.  We don't care about the 40% because thats not the result. The 60 is.

    Another way to look at it is, we are doing 100% of our damage and Armor/MR is reducing it.  So we care about the end result of of the defense stat.  So I'm not doing 91% of my damage.  I'm doing 100% of my damage and it is being reduced by 9%.  That is why he says 9% damage reduction and not 91% of our damage.  When this damage reduction changes, our end damage changes.  But 100 damage is still 100 damage.

    Does that make sense? Don't know if I explained it well.

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