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Critical Hit Mechanics


taznkid
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Crits are the most powerful mid game, when there are no high armor values yet. Therefore its very powerful rushing Arcbound + Khali, but its also would make u very squishy. Late game crits by itself are much weaker, especially against DST carries. So at some point u need armor penetration items but again - they doesn't gives u any health or resistance. I don't see anything wrong in current numbers

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Crits are the most powerful mid game, when there are no high armor values yet. Therefore its very powerful rushing Arcbound + Khali, but its also would make u very squishy. Late game crits by itself are much weaker, especially against DST carries. So at some point u need armor penetration items but again - they doesn't gives u any health or resistance. I don't see anything wrong in current numbers

I never rush Arcbound+Khali...Khali ends up usually as around my 4th or 5th item, with Armor Penetration as my last (on Agility carries at least).

 

ANYTHING is stronger where there are no Armor Values. That's why any build damage oriented gets some form of Penetration. DST is a great counter: for the first 3 hits, which, often in a team fight, will end up wasted on a Caster or Tank auto attacking you. After that, you're all fair game.

 

I don't see how Crits fall off late game. If anything, I feel like it's the opposite: Crits are weaker early and mid game when Armor Penetration is absent and the Carry does not quite have the Weapon Damage to abuse it, and is stupidly strong late game once they get that said Weapon Damage and Armor Penetration.

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Its because the buildup to crits is shap. Going pyre armor pen lets you contribute much earlier to fights. Going crit is like telling your team "hey I'm going to be farming for the first half-hour of this game, GL".

Only Nova and Boro can get away with going crit, because boro with his ult, and Nova with the extra money from her q. Darpa/warfield/toxi/savage all have terrible midgames if they go crit.

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Its because the buildup to crits is shap. Going pyre armor pen lets you contribute much earlier to fights. Going crit is like telling your team "hey I'm going to be farming for the first half-hour of this game, GL".

Only Nova and Boro can get away with going crit, because boro with his ult, and Nova with the extra money from her q. Darpa/warfield/toxi/savage all have terrible midgames if they go crit.

I agree but at the same time....I've been going Crit on Darpa for like forever and been doing fine. Basically what I do is just buy around half the components and get something else more essential, then finish Arcbound/Khali (whichever one I am going for).
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I agree but at the same time....I've been going Crit on Darpa for like forever and been doing fine. Basically what I do is just buy around half the components and get something else more essential, then finish Arcbound/Khali (whichever one I am going for).

Except there is one good component for crit items, and that is executioners axe.
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I don't see how Crits fall off late game. If anything, I feel like it's the opposite: Crits are weaker early and mid game when Armor Penetration is absent and the Carry does not quite have the Weapon Damage to abuse it, and is stupidly strong late game once they get that said Weapon Damage and Armor Penetration.

Then its not Crits issue but Armor Penetration. Crits are countered by armor. There is no real counter to Armor Penetration.

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In general this is kinda how AA Dps items should break down:

 

For High Hp Enemies -> Pyre

For High Armor Enemies -> ArPen

For Heavy Physical Dmg Enemies -> Cauterizer, Retributions

For Heavy Spell Dmg Enemies-> Galactic, Sliptide

For Kite/Chase -> C48, FoE

For Late Game All Kill -> Crit

For Sustain -> Naix, Everthirst

 

And then there are more niche items that are hero reliant such as:

 

BHM/Atom Smasher

Contamination

Explosive

Shinobi

E Saber

Cerebro

Timesplitter

 

Ideally in any given game, you must actually think through what item you need to best optimize your income.

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