Why you (probably) shouldn't be running AD reds (math inside)

Just looking to bring some clarity as to why Armour pen reds are almost strictly better than AD reds on Assassin Nocturne. I've seen it mentioned that "oh it's just personal preference" or something along those lines, but there's really nothing to support it.

For all numbers presented I will assuming AS quints, and the precision mastery. Some people take Intelligence, and it will change the numbers a bit, but not too significantly. I'm also taking sorcery over fury, but that's a tiny difference.

Let's look at some scenarios

Early Game Jungle Clear

A common argument for AD over armour pen in runes is that since not all monsters have armour (or not much armour) you are effectively wasting runes in your early game when it matters most.

Assuming Talisman start (there shouldn't be any difference between talisman and machete for this exercise, and I just prefer talisman), the following are the clear times I had in a custom for the old Valkrin clear

AD reds, AS quints- 6:04

Arpen reds, AS quints- 6:05

Now there is 2-3 seconds margin of error for sure due to pathing/auto cancels and stuff, but worst case scenario is that armour pen is a couple of seconds slower.

So why does this happen? Why does the AD not matter?

Mostly because the armour pen is mostly only "wasted" on small creeps, and due to your AoE with Q and passive the small creeps are irrelevant to your clear speed. The armour of big creeps is

1st clear:

Big Krug-10 Big Raptor-15 Big wolf-10 Gromp 15 Blue/Red-10

So on first clear we waste some armour pen (~5) on Big Krug, big wolf, and the buffs. This might slow you down a tad.

However, by 2nd clear monsters get more armour. On second clear the armour is as follows

Big krug: 20 Big Raptor-30 Big Wolf-20 Gromp-30

Combined with you now getting more AD from a higher rank in Q and you can actually clear faster 2nd clear with armour pen over AD. Add the two together and it amounts to essentially 0 difference in clear speed

Tl;dr- It makes effectively no difference in clear speed

Early game duelling vs enemy jungler, or damage on ganks

On the off chance that somebody invades you and you have the health to actually fight them back instead of just running away, does flat AD do more damage than armour pen to champions?

It is going to vary a bit by level, but we'll say level 4. We'll assume enemy has same armour as Nocturne (35 + 9 from runes = 44). I'll also assume base MR for purposes of thunderlords proc, though this doesn't make a difference really

QE + thunderlords combo does - 187.0 damage with arpen, 186.6 damage with AD. So there's no difference

What about autoattacks- Assuming he's standing on Q he does 71.6 damage with arpen per auto, and 71.5 with AD. If not standing on Q AD wins very slightly (53.6 vs 52)

Tl;Dr- early skill damage the same, auto damage same if standing on Q, negligible difference if not standing on Q

Burst scenario at 6

This is where armour pen is supposed to shine. But how much better is it?

For all burst calculations I am assuming that you know how to use Q before your ult hits to get the bonus AD on ult as well as your first auto + tlords proc.

Level 6 burst with 2 long swords vs a level 5 Caitlyn with armour runes (42.7 armour)

The combo we are looking at is QR passive proc + thunderlords proc and 1 more auto (effectively 2.2 autos worth of damage). We will ignore E because it does magic damage and does not scale at all with AD so it will not depend on rune choices.

Arpen burst = 567

AD burst = 550

So armour pen definitely does more. But is that damage that significant?

The way I like to give this context is to ask "How much more AD would I have to buy to make up that damage difference". In this case, it takes ~5.5 AD added to the AD build to make up the damage difference. At the cost of 35 gold per AD, that equates to 192.5 gold.

What scales better?

This should be evident from above, but we'll put some numbers to it. Always same combo as above targeting squishies (given armour of 24+9 from runes + armour per level based on Nocturne's level)

Nocturne LevelItemsDamage DifferenceGold Value of damage difference
11Warrior+Ghostblade68.7735
14Warrior+GB+Trinity (1 sheen proc)80.9840
16Warrior+GB+Trinity+Tiamat (include active)95.6875
18Warrior+GB+Trinity+Rav Hydra104.11015

Those are just some sample builds. I tend to build him very very high damage but you might build him less so.

The point is that you are essentially throwing away a lot of damage by going AD reds.

Miscellaneous

Tiny other things to mention

  • AD will let you last hit slightly better when you are in a lane. Might make a tiny difference if you're farming a wave under tower after laner died but it's pretty insignificant

  • Prior to this patch AD was slightly better for tower pushing. Now towers are affected by armour pen so this advantage is essentially gone

  • AD gives you a tiny tiny bit better waveclear with Q, but who cares

REAL TL;DR- Taking AD over armour pen does not increase clear speed in any significant way, gives about 1.5 more damage per auto to champions early, and even then only if not standing on Q, and the difference between Arpen and AD can be worth 30 AD or more in the lategame. There's really no advantage to taking AD, it's not a personal preference thing, and armour pen should always be run over it

If anyone has any questions, or if they have more Nocturne related math questions, I'll gladly answer.

Also I should just mention as a footnote, I do no think arpen reds are only viable option on Nocturne. I think AS is fine, because it at least has different strengths to offset arpen's higher burst. AD has no real benefit and should only be used if you are limited on rune pages.

Posted May 6, 2016, 6:18 PM UTC

1019
Formina_Sage•

Good analysis. I've never taken the time to lab the specifics so I'm glad to have some numbers now to back up the choice of armor pen over AD marks in the jungle.

I play the majority of my games in lane rather than jungle, though. There's actually a pretty significant downside to armor pen marks in lane: at level 5 with longsword start and AD marks, Q+passive auto clears caster minions. This allows you to start winning trades for free vs many top laners (especially when they have a large wave and think an engage will be in their favor) and also enables hard pushing the wave to ensure you reach level 6 first. On paper it may not seem that important but it actually makes quite a real difference. There are still some times that I'll forgo the AD in lane, but the majority of the time it's well worth it if you're not starting with corruption potion. (As a side note, the AD marks also allow for Q+passive auto to clear the full wave once you get Ghostblade, which is pretty nice but not nearly as important).

2
StringerLittleOP•

Ya this should probably be specified in the title that it's mostly just for jungle, though the burst math still applies to lane. Last hitting/wave control/pushing power are definitely more relevant on a laner and AD has the edge there.

1
Formina_Sage•

I guess I should also add that it's AD marks+quints to enable the wave clearing rather than just marks. Vs tanky teams where I want to be more bruiser and less assassin I'll actually take something akin to a jungle page, with attack speed and armor pen.

What are you taking on glyphs in the jungle? I've been going 6 scaling CDR with the extra 3 being either MR or attack speed since I like capping CDR, but there may be something better I could be using.

1
StringerLittleOP•

I take 6 flat 3 scaling CDR. Caps CDR but you just get a tad more early/at 6. Taking some scaling MR is fine, but with the way I build it's not going to save me.

Attack speed blues should be reserved for pro ADCs or for some hugely AS reliant jungle picks like Yi. Beyond that I don't think they're very useful

1
RuneKatashimaNA•

What are your quints? My Lane Nocturne page has Armor Pen Reds and AD Quints. Because Armor Pen Quints suck really, really bad. Whereas AD is almost acceptable.

1
Formina_Sage•

My quints are flat AD for pretty much all matchups.

1
DahWiggy•

How is Nocturne in lane? Never tried him there, do you have to do anything out of the ordinary with him? Does he win laning phase?

1
Formina_Sage•

Biggest weakness is the fact that he has mana issues (comes with being an older champion that has real mana costs). The only thing that's really out of the ordinary is learning to use the passive auto in trades--if you use it right, you take minion aggro much later than the opponent does, or not at all if the trade is short. Other than that it's just conserve mana, don't spellshield or fear every trade, get your passive auto to hit as many minions as you safely can so you sustain a bit more, and abuse your level 3 and 5 power spikes.

You win early all-ins against a good number of champions because of delayed hard CC that catches people who commit to fighting yout, spell shield, and high stats on Q trail. Take a free kill in lane if you can get it but be aware that you passively push the lane which can get you into a 1v2 situation if you don't ward religiously. Generally the goal in lane is to farm up Ghostblade and start roaming on people.

In all I think the matchup spread is significantly better top, but the roam potential is better from mid. In my experience the worst matchups are Gnar and Kayle, as well as ranged AD (you delete ADCs midgame but they win laning phase hard). GP and TF are pretty solid matchups that you should win. They telegraph the spell you should be shielding. Everyone else is basically a skill matchup with a slight advantage in one direction or the other. You win pre-6 fights with Riven, Fizz, and Zed if you use your spell shield well, but lose post-6 and should be roaming.

2
DahWiggy•

Good to know, I've been a real fan of Nocturne, I think his character design and kit is awesome, one of my favourite in League, but I've felt that a combination of his kit and my lack of skill means there are always better champs, which has prevented me from using him in lane ever. I'll definitely have to give it a go at some point, probably top as I'm always cautious of using melee champs in mid for obvious reasons.

Thanks for the detailed reply!

1
SoCalvin•

Armor pen reds all the way for the 1 shot. Gotta make the add tilt

1
RuneKatashimaNA•

AD Reds have always, in my opinion, been the worst Primary Runes.

No matter what class you are Armor Pen or AS are better.

I've always taken Armor Pen but thank you very much for putting some math analysis to it publicly.

1
StringerLittleOP•

I think ad reds still have benefit on adcs. They give more damage early (especially for auto reliant ones) because adcs generally have lower base ad than champs like nocturne and of course you don't get q bonus, let you push lane faster, and they scale fine vs tankier targets.

On Junglers Ya I think Armour pen is essentially always better, though for most Junglers (those lacking a big ad steroid) the ad does give better early clears. I don't think it's enough to make up the difference in damage later, but it's something

3
RuneKatashimaNA•

You're right, AD reds do have their place on ADCs. S'bout it though. AS is the best stat for jungling overall though.

1
Telyesumpin•

Are you taking into account that Q&R scale from bonus AD and do not scale from Armor Pen?

0
RuneKatashimaNA•

If they have base damage (they do) they scale from Armor Pen. In fact, scaling AD also scales from Armor Pen. So I don't know what you're saying.

2
SoCalvin•

That's all the more reason to run armor pen because of the free ad

1
StringerLittleOP•

Ability damage is the whole reason to take Armour pen. Armour pen amplifies all physical damage, including the base damage of abilities as well as whatever damage you get from the ratios

But yes it's accounted for. Everything was accounted for in my calculations other than enemy having higher than base MR later in the game which would very slightly impact the damage from thunder lords. But even then this would only favour Armour pen more

1
Telyesumpin•

Yes I am aware. I was just asking. I was wondering if the small amount of AR Pen outweighed the Bonus AD from runes and later AD items, bonus AD that Q&R scale off of. There is a break point where when you get so much bonus AD from runes & items that the AD runes should out damage the AR Pen runes. The AD runes also modify all abilities that AR Pen runes do.

1
StringerLittleOP•

The more bonus ad you get from ad and items the more efficient Armour pen is, not the other way around

Ad only outdamages Arpen later on AA champs vs really high Armour targets

And yes ad runes modify almost all abilities Armour pen do, or maybe all (don't know if there's any physical damage abilities that only scale on ap). But barring really low base damages with huge ratios Arpen gives more damage vs all but really tanky targets

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