ATK SPD (post-patch buff aren't terrible, pre-patch they were god awful) and Armor Pen are flat % damage increases (for the most part, they both get a bump when combined with crits) Terminal commmand skip verification dmg high sierra.
Crit Chance, and Crit Dmg are a little harder to classify. Crit Dmg is nice, because it's only available on Infinity Edge. Crit Chance is generally neglected, due to the fact that it's easy enough to accumulate (Zeal / Phantom Dancer / Executioner's Calling / Atma's Impaler / Infinity Edge / Avarice Blades / etc.) I personally feel that if you are playing a DPS hero that relies on slow big hits (Ashe / Gangplank / Tyrnd / etc.) Crit Dmg is the best. On characters that attack fast (Twitch / Yi / Jax) I prefer Armor Pen, as the others are easy enough to get on items. Although one could vouch for Crit Chance, in that they don't need to get as much of it in order to make their fast attacks crit more often. ATK Speed I only find useful on guys that have abnormally low base attack speeds, where I feel they do best with a boost. Or if they rely on hitting X number of times to activate Y proc (Nunu's Visionary, Jax's Relentless Assault, Udyr's Bear/Pheonix procs). Some champions get natural ATK SPD buffs and thusly, really don't need additional support in this area (Trist / Twitch / Gangplank). https://hotnew532.weebly.com/blog/dmg-mori-india-pvt-ltd-linkedin. Crit Dmg is really good on Gangplank (regular attacks & Parrrlay!). On Ashe it's also a boon, because her passive stacks her crit chance up as she's switching lanes, so she can easily burst someone down with ult + a hit with 100% crit chance. Tyrndamere is another one, with natural crit chance granted via his Bloodlust stacks. Shaco also likes this due to Deceive giving him 100% crit chance. Crit Chance I find useful on guys like Teemo (atk power) / Gangplank (helps his early game with Parrrlay) / Twitch / Tristiana. These champions have either naturally high attack speeds, or play for singular big hits, either way, you get more mileage out of the crit early, and can build Infinity Edge without needing much else in the way of up'ing your crit chance. Armor Pen is more versatile. It's good on any hero who can effectively attack physically. The mid-range guys (not high dmg, not high attack speed), that can really swing either way. If you like to play a mix of champions from the above list, I'd recommend this one, due to the fact that you can make up for your shortcomings with items for most of the others. Armor Pen is also the best vs. Casters at lvl 1 fights and harassing. They typically have little to nothing in the way of armor, and a full set of Marks Armor Pen Runes, and the Mastery talent to negate 6 armor stack up to give a big increase in harssment auto attacks.
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Min Crit and Max Crit Merge
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Attack speed effects skill damage? July 2017 in General Discussion. Well i always go for atk, crit dmg, crit, bonus dmg and attack speed ( which we wolf guardians need a ton of it. It doesnt effect damage itself like ELysuu said but its a good stat to have. Apr 21, 2016 Both are better since atk and crt dmg are the biggest proportion in your actual damage not to mention melee+%% is excluded. https://hotnew532.weebly.com/blog/imagen-snowleopard10a432userdvddmg-osx-106. So it is ideal if you can balance both. Dmg file set to read only free. For instance if you use ultimi/dorry that is 10% crt dmg and 12% atk if you up it you will get +15% crt dmg and +15% atk.
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Crit Atk Crit Dmg Maple Tree
edited October 2016 in Non-GMS Content Discussion
Source: https://orangemushroom.net/2016/07/14/kms-ver-1-2-259-maplestory-v-5th-job/
If you've been following on KMS news, you would know that the 5th Job Update merged Min Crit and Max Crit into the single Crit Damage. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid. I was really hyped for this change! But here's the thing, by merging the two Crit Damage stats into a single stat, they also merged the two bases into the same stat and the new Crit Damage stat has a min base of 20% and a max base of 50%, and having Crit Damage increases both. So what you ask? On one hand, this is a huge nerf to classes that were able to have their Min Crit stat get close to or exceed their Max Crit stat, because now they will always have a 30% Crit Damage difference. But on the other hand, classes that had their total Max Crit increase higher than their total Min Crit increase (I'm looking at you Marksman!) will absolutely love the Min Crit and Max Crit Merge, because this will eliminate the problem of having very unstable Crit Damage. Also, by merging the two Crit Damages into one, their Hyper Stats got merged as well, saving you Hyper Stat Points, therefore allowing you to distribute the saved points elsewhere. CommentsCrit Atk Vs Crit Dmg Maplestory M
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