Saturday, October 12, 2013

Getting Hurricane Jinxed


It was only a matter of time before I posted something about Jinx, just like everyone else and their mother.


Self-explanatory, right?

No.  No, not really.

The build order is as follows:

  1. The Bloodthirster (Vampiric Scepter if behind)
  2. Infinity Edge/Last Whisper (Get IE first if you are not completing BT or you're really ahead)
  3. Runaan's Hurricane
Let's go through the obvious questions, then, shall we?

1. Why BT first instead of IE?

The first question people always ask before they start building their marksman is "should I get BT or IE?"

Sometimes they also build for attack speed, but I'll explain why this question is irrelevant here in the next point.

This question is usually "Will my carry do more damage from AD scaling abilities or auto attacks?"

To answer this for Jinx, let's first look at some established The Bloodthirster carries.

Let's assume Graves and Varus are our The Bloodthirster carries.  Let's figure out why.  The first thing is always the attack speed scaling.  Graves gets 2.9% attack speed per level compared to Ezreal's 2.8%, which is considered abysmal, and Ashe's 4%, which is exceptional.  Varus' scaling is 3%, which is also on the lower end, but do keep in mind that Vayne's is 3.1%, and both she and Varus get bonuses for autoattacking more (in his case, blight stacks; for Vayne, Silver Bolt procs).  Yet Varus' blights aren't going to do nearly as much burst as a third stack of Silver Bolts.

Graves also has an attack speed steroid, but this steroid isn't going to always be up, like Kog'maws, and he won't get as much out of it since he doesn't deal bonus damage or range, again like Kog'maw.  So while Kog's base attack speed scaling is shittier than Graves', he gets a lot more DPS out of building attack speed than Graves does.

Which brings us to the real reason people build The Bloodthirster on Graves and Varus: high bonus AD scaling on their abilities.

Graves is the extreme with max 1.36 bonus damage per AD on Buckshot and 2.6 damage per AD on his Collateral Damage ultimate, giving him a combined AD scaling ratio of 3.96.  To put this in perspective, Zed's max single target scaling on one rotation is 3.55 (keep in mind .25 of this is going to be done on every auto attack, contingent on Living Shadows being maxed, so there's a slight bonus here in per second scaling).  Graves, with his short range of 525 is effectively an AD caster.

So, naturally, you get more damage out of BT over IE since BT gives you the maximum raw attack damage when fully stacked.

Now, let's look at Varus.  His numbers aren't as overwhelmingly obvious.  Again, his attack speed scaling is pretty average, and he gets blight stacks that deal bonus magic damage with additional auto attacks.  He also has a passive giving him bonus attack speed scaling.  So at first glance, he looks like you can build him IE, and that build isn't bad, really.

But then we look at Piercing Arrow.  It's range is 850-1475.  And it's AD scaling ratio is, at minimum 1 for every bonus AD and, at maximum, 1.6 for every bonus AD.

Now, Varus' base range of 575 isn't that bad, but it isn't safe either.  Graves, at least, has an escape.  Most IE carries have an escape or at least continuous zone control (like Ashe).  Varus has zone control on cooldown and nothing resembling an escape.  His base movement speed is also pretty low at 330 (only five more than Ashe with not nearly enough zone control).  The conclusion is that Varus isn't going to want to autoattack as much when he has a reliable scaling ability that lets him stand in the back and snipe like a caster every eight seconds at level 18.  This is why the "Legolas build" has become so popular.  Varus is low mobility, but his initiate is powerful, so people will want to play him.  So how do they?  Like an AD caster to keep him safe.

But we're talking about Jinx.  Right?

...

Well, for starters, she has the same range as Graves in miniguns, which is extremely relevant.  Second, she doesn't have an escape like Graves, which is also relevant.  Third, she has an unreliable attack speed steroid (not always in miniguns, and reliant on having stacks) like Graves and Varus.  Fourth, and most importantly, she has a Piercing Arrow.  Only better.
Zap! has a range of 1500.  And a reliable scaling of 1.4 damage per bonus AD.  What.  Yes, while Varus has to charge for two seconds, Jinx can throw out her Zap! and either force enemies to dodge and waste time or do just as much damage as Varus.  She also has a slow on it.  Now, it doesn't attack more than one enemy, but its range is just as good and its scaling is just as good.

So if it looks like a Varus and smells like a Varus...

In the end, with a max range ult, her base attack damage scaling is 2.4, which is roughly the same as Varus', though he will get his hail of arrows more often.
Let's talk the miniguns though.  In miniguns, our friend gets max bonus attack speed of 130% at max level, which isn't a reason to build attack speed, of course, but it's a reason to build lifesteal.  If you must autoattack at 525 range, you need some sustain to get you through.  18% Lifesteal on 130% attackspeed is going to give you 23.4% lifesteal per AD per second.  So combining minigun stats with fully stacked The Blood Thirster stats, that's 130 damage and 30.42 regained health per second.

Meanwhile, with IE, you get your bonus crit damage, but you aren't getting health back, and you aren't getting the snipes with Zap!  Besides, we want to buy IE eventually anyway, so why not get a The Bloodthirster first to help with Jinx's underpar laning phase?
Rocket Launcher has 10% bonus AD.  This means, her longest range auto attack mode, which will be her most reliable autoattack mode in sieges and large team fights for safety, scales at 1.1 damage per AD.  And they splash, meaning that you're hitting other enemies.  Meaning that, if you account for an area of effect with all enemy champions in range, your auto attacks are scaling at, potentially, 5.5 per AD.

This is the clincher, here.  I didn't even have to say the other shit.  Jinx has better scaling for AD on her autoattacks than AD casters.  

BT it is.

2. Ummm—attack speed?

You probably think I'm crazy for leaving out attack speed until the very end, but consider this for me.

Thresh has the lowest attack speed at level 18 in the game because his per level scaling is 1%.

This is the primary reason no one builds him as an AD carry after the brief craze that followed his release.  Now, can anyone tell me what Jinx's base attack speed scaling is?

One.  percent.

You heard me.  Jinx and Thresh now share the lowest base attack speed.  In the game.  Ezreal, look out.  You have competition.

Which, of course, means you aren't getting a whole lot of output on that 5.5 AD scaling ratio if you build attack speed in Rocket Launcher form.  

So why build attack speed or even for autotacks on this champion?  Skip IE and go straight to Last Whisper.  Then build more BTs, right?

That would be retarded for various reasons, not least because the bonus stats from BT kills don't stack.  But let me tell you what having The Bloodthirster and IE can do for you.
Splashes crit.  Okay.  So I'm doing 2.5*5+.5=13 auto damage for every AD I have when I autoattack and my Infinity Edge crits.  Plus, I'm maximizing my attack damage with The Bloodthirster and Infinity Edge.

Guys, guys.  What's attack speed?  I hear it improves damage output. Snort.

Now, you aren't always going to be in Rocket Launcher.  Granted, it has ridiculously low mana costs, but the attack speed mode is going to be the way to go vs single targets, when not sieging turrets, and in low range skirmishes.  But turrets matter more than kills.  You want to position so you aren't getting caught, and getting more attack speed  isn't going to compensate for the 13 damage per auto you're doing in team fights if you get a zeal item over either BT or IE.  So attack speed isn't useless; it's going to synergize with minigun stacks, just don't build it until you have Last Whisper.

3. Hurricane.  Really.

Remember how I said Rocket Launcher does splash damage?

Imagine if you had three rockets that all did splash damage.

That's tripling that damage output.

That's, potentially, 39 damage per AD (considering the bolts will target other targets and splash onto the initial target as well).

Why would Riot even do this?

Then, finally, you're getting your precious 70% attack speed that you haven't built with other items yet.  So that should answer why you build Runaan's over a zeal item that gives you  more crit chance.  But since you aren't building the movement speed from zeal and Jinx is as slow Ashe (lol), you should compensate with a support that can speed you up, like a Lulu or a Janna, or close the gap with CC lock, like Zyra or Leona.  Or, guess what, you have a slow.  And a snare.  And ridiculously long range.

Yeah.  Fuck zeal.  Build a Hurricane.

TL;DR: This build is fucking broken.

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