@Kabam Miike
Thank you for the update on ps, I'm certainly happy with at least some commentary about it.
I would like one quick question answered, I believe I'm confused about something. I'm reposting one of your comments with my question:
Quote Originally Posted by Kabam Miike View Post
Before, it used to reduce the Armor rating by a percentage, now it ignores a flat percentage amount. So, for example let's use a Champion with 10% Armor. Before 12.0, it would be:
Pre-12.0 Pure Skill reduced armor by the stated %
Rank 1: 4% of 10% armor = -0.4% armor = 9.6% opponent armor left
Rank 2: 8% = 0.8% = 9.2% armor left
Rank 3: 16% = 1.6% = 8.4% armor left
Rank 4: 32% = 3.2% = 6.8% armor left
Rank 5: 64% = 6.4% = 4.6% armor left
Post 12.0, Pure Skill Ignores a flat percentage of Armor:
Rank 1: 4% of 10% ignored = 10% - 4% = 6% armor left
Rank 2: 8% = 10% - 8% = 2% left
Rank 3: 16% = 10% - 16% = 0% left (Since we do not go into negative Armor)
Rank 4: 32% = 0% armor left
Rank 5: 64% = 0% armor left
As for how they'll make it better... Well, we're not sure yet, but if you guys have ideas, shout em out!
This poses the question: What is causing us to do less damage after 12.1 to an opponent with 0% armor left (no flat value left at all) vs. previously an opponent who had 4.6% armor left (some arbitrary value, I'm not sure this formula is true: % value = flat value/(5×Opponent CR + 1500 + Flat value))?
Using the table above, you should be able to do more damage with a critical hit on an opponent who has 0% armor left compared to one that has 4.6%. So why is this not the case now? Holding all factors ceteris paribus (considering cruelty and precision are less potent maxed because of dr) except for pure skill and armor values, what is specifically making ps less potent at rank 5? This doesn't make any sense.