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 Level | Items | Damage Difference | Gold Value of damage difference |
|---|---|---|---|
| 11 | Warrior+Ghostblade | 68.7 | 735 |
| 14 | Warrior+GB+Trinity (1 sheen proc) | 80.9 | 840 |
| 16 | Warrior+GB+Trinity+Tiamat (include active) | 95.6 | 875 |
| 18 | Warrior+GB+Trinity+Rav Hydra | 104.1 | 1015 |
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
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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
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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
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).
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.
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.
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
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.
My quints are flat AD for pretty much all matchups.
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?
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.
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!