League of Legends math request

Just a note before you start min/maxing for dps too hard. Theoretical DPS differs a lot from actual dps because of the way a champion needs to be played practically. Good builds always have input on how a champion should practically be played in their justification for the item choices. In most instances, theoretical DPS is based on a model that you can continuously auto attack or cast spells at exact cooldowns on a champion without interruption for some range of stat values. This is often not realistic in real skirmish scenarios and does not account for the value of utility/defensive items and their "slot efficiency" (relative value based on a the 6 item limit) and effectiveness compared to typical timings of enemy builds. Things such as component costs, ordering, and utilization of back gold, etc are also usually not taken into account if you center your reasoning of builds around DPS.

With Draven, you're constantly trying to catch as many axes much as possible while still kiting, this means that often times you don't fully benefit from builds with too much innate AS. IMO when your AS gets around than 1.5ish it becomes a lot harder to catch axes if you aren't moving fast enough and so in missing an axe you are giving up a W reset as well as the bonus damage from Q, which may result in a lower practical DPS than if you had went for a lower AS build with more pen and flat damage (which might have a lower theoretical DPS) but allows you to more easily catch axes. This is why many Draven builds are usually centered around bursty, pen items that are overall low in innate AS. For example, the reason why many Draven players consider gblade, duskblade, death's dance to be good early buys is because they all provide some sense of burst/pen and are extremely well built suited for skirmishing.

In terms of ordering, the advantage of something like duskblade or gblade is that they have cheap components that can fit in almost any back scenario,meaning that you can more completely utilize your back gold and snowball gold gained from an early advantage (first blood, early skirmish kill that leaves you low, etc).

If you were to just isolate maximum possible DPS alone based on items, the math is fairly straight forward: DPS=TotalADCritMultiplier×(100/(100+enemyEffectiveArmor))AtkSpeed where, enemyEffectiveArmor=(1-yourdecimalArmorPen%)*(enemyBaseAmor+enemyBonusArmor)-yourflatArmorPen CritMultiplier=1 + (Critical chance × (1 + Bonus critical damage))

Just a quick glance at your build given its higher attk damage, crit chance, and crit dmg it will yield a higher theoretical DPS at every given enemy armor value. Regardless, here are some quick charts I made in Excel (done without masteries, LDR %HPdmg, and Q dmg, @lv18 for simplification):

HOWEVER, as I stated before the reasoning for builds such as Gblade, boots, mercurial/maw, duskblade/death's dance, IE, LDR/MR has it basis in actual skirmish scenarios too, where the actives of gblade and mercurial come into play and can keep you alive longer/ provide more practical DPS based on Draven's kit. As for masteries, the same logic and formulas can be used to justify any of the thunderlord's, ferver, warlord's arguments. The kit-based reasoning for warlord directly follows from the buildpath of the complementing build: it provides a significant amount LS that isn't present in the build's items until mercurial is completed (usually even vampscepter isn't bought, its just straight upgraded from QSS).

I'll look into the math for different runes+masteries+builds later. My guess is that the relative damage trends will stay roughly the same for the builds with some variance in lower armor values.

/r/Destiny Thread