Everyone’s favorite basic-attack-bots in League of Legends, Master Yi and Tryndamere, are being prepped for buffs to ship with Patch 8.2, according to Riot’s post on the official game forums yesterday.
News of Riot’s plans to buff these champions is a little odd, considering a couple facts. Firstly, Master Yi is performing well enough. He has a slightly less-than-average winrate of 49 percent, according toLeague stats site Champion.gg, but his playrate is a high six percent to compensate. He has several options with the new runes, like Press the Attack, Lethal Tempo, Phase Rush, and Fleet Footwork, each of which make him feel stronger than he was prior to the preseason.
May 31, 2012 Master yi is supposed to be an assassins type character except he doesnt do alot of damage.and struggles to trade with bruisers. (im talkin about AD yi btw). One of the reasons for this is that his Wuju style (E). After the active duration it makes him lose the passive until it comes off cooldown. Why the hell is this necessary! May 12, 2018 This video analysis the competitive history of Master Yi. Cleanmymac 3.3.4 dmg. From his old AP Master Yi mid days to Jungle Yi, Master Yi has always been seen either dominating his games or being outright useless. Meanwhile, we get hard on nerfs to RB that directly affect how his double strike and RB will work, we get E nerfs and we get 'barebones' buffs that only affect Crit Yi in a few instances (and in a pretty negative way that's not very healthy for the game) and just simple QoL changes.
He succeeds in very clear scenarios—typically, when the enemy team lacks hard crowd control to lock him down easily. Likewise, he has very clear counters in hard crowd control comps. All in all, that’s a very reasonable place, and unlike Tryndamere, his abilities all feel unique and meaningful. He seems to be in a good place. A slight buff, maybe to his base AD or a cooldown buff to his W or E, should be plenty to bring that winrate up half a percent or so.
The second reason these buffs seem a little unnecessary is Tryndamere himself. As a champion, he feels fundamentally broken. We don’t mean “so OP rito pls nerf” broken, either, we mean the mechanics and details of his kit are simply broken. Trynd’s entire kit revolves around his passive abilities, which boost both his AD and crit chance. Dmg wealth by level rule. Compared to his passive abilities and his spin, the rest of his kit feel much less important, resulting in an uninspired and boring playstyle.
Most champions, especially those that have been reworked recently like Evelynn, Urgot, and Sejuani, are supposed to feel fully fleshed out—like a complete mix of abilities and passives that all feel good to use in a fight. Master Yi has this down pat, but Tryndamere is a glorified minion. All of his damage comes from basic attacks and his abilities are all designed to simply get him in range to land more basic attacks. His ultimate ability and heal are designed to keep him alive long enough to land more basic attacks.
Negative Dmg To Master Yi Online
You get the idea. https://heavenlyship.weebly.com/diablo-3-ias-or-dmg.html.
Negative Dmg To Master Yi Full
Installer snow leopard a partir d'un fichier dmg. If Tryndamere’s only damage source, his basic attacks, are buffed in any way, he becomes too difficult to deal with. When a champion’s damage comes from a single source, it’s very tricky for Riot to balance them without making them way too OP or utterly useless (looking at you, Azir).
Tryndamere is the epitome of this dilemma, and until his mechanics and fundamentals as a champion are fixed up, any buffs or nerfs that come his way seem like nothing more than band-aids trying to plug a leak in a dam.
Either way, the buffs for both of these lads should be hitting the PBE for testing as the Patch 8.1 cycle draws to a close in the next couple of weeks.
Negative Dmg To Master Yi Pro
I recently started to think what runes are better for carry - armor penetration or critical chance? I decided to do math for it, those are my results.
Ok, so we have two sets of runes: Armor Penetration Set: 3xQuint, 9xMark - around 25 Armor Penetration (lets call it ArP) Critical Chance Set: 3xQuint, 9xMark, 9xSeal, 9xGlyph - around 20% Crit We must add 6 ArP to both sets and +10% Critical Damage from masteries. I ignore 2% crit from masteries. Our Attack Damage doesn't matter - crit, ArP, armor are increasing or decreasing our damage output by percent, not by flat amount. To simplify calculations I assumed that we have 100 AD. We would like to calculate how much damage our champ inflicts with both sets but critical strike sometimes happens, sometimes not. I took average - for example when we have 20% of Crit 1 of 5 attacks should crit (on average, ofc we may be lucky to crit 10 times in a row, or we may have no crit at all). When we take 10% critical damage bonus 20% Crit gives us 122% increase in AVERAGE damage. (122 Dmg when we have 100AD). We have now 31 ArP and 100 AD with first set and 6 ArP and 122 Average AD with second. How much damage we make? Depends on enemy Armor (damage reduction = Armor/(100 + Armor)): I'm not sure how we calculate negative Armor (for example -23 Armor). Is it -23/(100-23) or -23/(100+23)? I make calculations assuming -23/(100 + 23) so damage on low armor targets may be bigger with ArP set than I predicted. 8 Armor: ArP set: 100 / (1 - (8-31)/(100 + 23)) = 118 Crit set: 122 / (1 - (8-6)/(100 + 8 -6)) = 120 15 Armor: ArP set: 114 Crit set: 113 30 Armor: ArP set: 101 Crit set: 98 50 Armor: ArP set: 84 Crit set: 85 Both sets seem to have similar average damage on start, how damage changes later? Our champ has now infinity edge and phantom dancer, he has 55% critical chance from items and his critical damage is equal to 260% of his AD. How average damage looks now? (I assume that we have 100 AD! that number doesn't matters anyway, I took 100 to simplify things) ArP set: 188 Crit set: 220 That seems like a big difference.. Lets check how it works on our targets: 60 Armor: ArP set: 147 Crit set: 143 100 Armor: ArP set: 111 Crit set: 114 200 Armor: ArP set: 71 Crit set: 77 Critical chance now seems to give better advantage - flat ArP from runes isn't so good against targets with high armor. Conclusion: Armor Penetration gives similar advantage at start but its not so good on targets with high armor. Buuuuuuuuuut ArP set doesn't include seals and glyphs (we can add 18 other runes) and isn't so unpredictable as critical chance set. Comments are closed.
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