[Mastery Theorycrafting] Building goals

  • #1

    Hey guys, It's been a while, so I'll make a post today about the building goals in every tree, calculating whether they are effective and why. 
    I actually already tried making a post of this, but i clicked it away, because I started a game >.< Time to re-make it :)

    First of all, the Offense Tree:

    The main goals of the Offense Tree are: Weapon Mastery (8% Armor Penetration), Arcane Knowledge (8% Magic Penetration) and Executioner (5% increased damage when the opponent is at less than 50% health.

    So here's a graph, with both Weapon Mastery and Executioner plotted. As you can see, Weapon Mastery will deal more damage than the average value of Executioner (2.5%) when your opponent has around 40 Armor and will deal more damage than the full Executioner (5%) when your opponent has around 140 Armor. The values change, depending on the amount of Percentage Armor Penetration you already built, since it scales multiplicatively.
    Meaning of the names: 
    No items = 0% Armor Penetration, LW = 35% Armor Penetration, BC = 25% Armor Penetration, LW + BC = 51% Armor Penetration.
    Formula:
    (100+Armor*x)/(100+0.92*Armor*x), with x = 100% - % Armor Penetration. 

    Here is the graph for Arcane Knowledge
    The exact same formula will be used for Arcane Knowledge, except for the BC and LW + BC part, since there is no item that gives you 25% Magic Penetration. 
    So for Arcane Knowledge also counts: 40 MR to outscale average Exectutioner and 140 MR to outscale full Executioner.

    Few things to note:

    • Arcane Knowledge and Weapon Expertise only work on their own sort of damage, magical and physical respectively. So if you are a Hybrid that deals 70:30 magic:physical damage, you would have a factor 0.7 of the percentage bonus damage in the graph for Arcane Knowledge and only 0.3 for Weapon Expertise
    • For this reason, it's probably not as worth it to take Arcane Knowledge or Weapon Expertise, and it probably is not worth it to take both of them, as I see some people do. (AD per lvl and AP per lvl should not give a lot of gain)
    • Executioner does increase both Physical and Magical Damage.
    • Let's take the average of a 0.66% for the typical late game points: that would mean that these points are definitely worth it to build towards. 

    If you feel like a certain point is being left out, please do tell and I will check them.

    Defensive Tree:

    The main points people build towards are: Honor Guard (3% Damage Reduction), Veteran Scars (30 HP) and Block (Blocks 3 damage before armor calculation, on a basic attack).

    I have already shown you my Spreadsheet before and I shall refer to that here again. 

    As you can see at the right side, Honor Guard is the best point at pretty much every point of the game, Veteran Scars is one of the best points during the early game and Defender with 5 people around is simply amazing. 

    I did not include Reinforced Armor, Unyielding and Block in that list, so I shall discuss Block down here.

    • Block does not scale into late game, since it blocks damage before armor calculation
    • In terms of numbers, you gain 3 EHP per basic attack you got hit with
    • Assume you get hit 10 times, you would've gained 30 EHP, 20 times = 60 EHP. In the first example, you would need to get hit 14 times to be even with Veteran Scars. 
    • It should be worth more than most other masteries in early game, however you will need to get hit by basic attacks, so the only lanes I would recommend are bot and top

    I don't believe building to the 17 part of Defense is worth it, since Honor Guard is simply amazing, so I won't discuss using those as build paths.

    Utility:

    The only points I can imagine being goals are: Runic Affinity (20% longer buff duration), Wealth + Explorer (+50 Gold and 60 second ward), Pickpocket (3 gold on basic attack on champions, 5 gold if you're melee) and Nimble (3% Movement Speed).

    Honestly, I can't actually calculate anything in this, so I'll just add a few notes:

    • Runic Affinity increases the duration of Blue buff and Red buff from 2.5 minutes to 3 minutes.
    • Runic Affinity does not increase the duration of Baron buff
    • With Greed, you get a lot of build options, like Faerie Charm + 2 Sight + Vision + 2 Potions = 525g.
    • For Pickpocket to be equal to 1 point of Wealth, you would need to basic attack 8.3 times. (Assuming Ranged)
    • For Pickpocket to be equal to 1 point of Greed, you would need to basic attack once every minute. (Assuming Ranged)
    • Nimble should add around 11 MS with Tier 2 Boots. 

    That's it for now, you will probably have to wait a bit till the graphs are up, and they might just not show up at all (Cause I don't get how the image system works here). (Ahhh I'm over my attachment limit, I'll do it with dropbox for now I guess.. >.<)

    I hope you enjoyed it, I think I will be making a guide to masteries on some sites next. Feel free to leave a comment if you liked it or have criticism and feel free to ask anything if you want me to calculate something ^^

    Last edited by ianzzz94 on 2/20/2013 1:16:45 PM
  • #2

    Quote from ianzzz94 »

    • Runic Affinity increases the duration of Blue buff and Red buff from 5 seconds to 6 seconds.

    Typo?

    Edit: Ahh I see, for every 5 secs it turns into 6 secs.

    Last edited by Henryblah on 2/20/2013 12:06:24 PM
  • #4

    Another good post, dude.

    I just wanna know, do 17/13/0 (Block mastery) or 14/16/0 (Block and Tenacious) or even 19/0/11 (Vampirism) worth on ADCs?

    Whose eyes can be so private and so proud
    No one's allowed to see them when they cry.
  • #5

    Quote from pokokichi »

    Another good post, dude.

    I just wanna know, do 17/13/0 (Block mastery) or 14/16/0 (Block and Tenacious) or even 19/0/11 (Vampirism) worth on ADCs?


    19/11/0 is not too bad.

  • #6

    Personally, I would not want to sacrifice damage for anything as an ADC, so I would just take the 21/9/0. the 17th point on ADC should be Frenzy, which is a pretty good goal, but you would be forced to buy crit to make full use of that mastery (And most people these days don't even buy IE anymore). 

    Vampirism is not that amazing. 1% spellvamp and 1% lifesteal, that means when you deal 100 damage in any way, you restore 1 hp. In other words, Health Regen would probably be better than Vampirism in the early game, assuming you don't push the lane constantly. Late game, you will already have a BT, so you the lifesteal you get out of vampirism shouldn't be that much of an increase. Also, note that you are sacrificing 3.166% damage (1 point of Havoc and 1 point of Executioner), for 2 points in Vampirism.

    However, This does not mean that the pages themselves are bad. I have for example used 14/16/0 on top lanes, and it is pretty good. I believe Gentleman Gustaf used the 17/13/0 mastery for AD Carries, I personally have not tested it, but I believe that your early game will be slightly stronger than your opponent this way. 

    I wouldn't use 19/11/0 or 19/0/11, because it's 2 points for the the best/second best point in offense you are sacrificing, and taking 2 average masteries instead (Unyielding and Vampirism in this case)

     

  • #7

    Quote from ianzzz94 »

    I wouldn't use 19/11/0 or 19/0/11, because it's 2 points for the the best/second best point in offense you are sacrificing, and taking 2 average masteries instead (Unyielding and Vampirism in this case)

    Yer, like I said, it's not too bad, but I probably should have implied that it is far from the best too. I never use 19/11/0, but I was not thinking of taking deeper level masteries tbh, just more of the first and second row for early survivability/sustain.

    I tend to play a pretty aggressive ADC and I very rarely take anything less than 21 points in offence. You can check my first 3 rune pages on lolking/the client for summoner name Dr Pwnage PhD. My choice usually comes down to whether I wish to run ignite/exhaust (much less often these days to be honest) or barrier/cleanse. I have a 21/9/0 (page 1 - more offensive) and 22/1/7 (page 3 - more passive early, but designed for late game) that I use the most, but when I really know I need the sustain or want (I say want, but I mean need :P) to basically 2 vs 1, I go for (page 2) 19/6/5. At my Elo I sometimes think I should go for the latter more often...

    Edit: I am starting to feel the need to build another 21/9/0 page which is set up to run barrier/cleanse and also a 22/0/8 page which is set up to run flash and ghost. Kiting OP! However, I need to save some IP first ;)

    Last edited by sgtcolon on 2/22/2013 11:35:55 PM
  • To post a comment, please login or register a new account.