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League of Legends: Attack Damage vs Attack Speed – StrategyZero
Jul 142011
 

A carry champion can be built in many ways, the most obvious ones being focusing on attack damage and attack speed. Which one is better? Is a combination of both feasible or is it better to have a pure build? What happens if we add critical hits? With some numbers and calculations it’s possible to get an answer and to, at least, have some backup theory for building a carry.

For the first part of the analysis let’s ignore critical hits or assume that they don’t happen; probability = 0. Under such assumption the following table shows how the average damage per second (ADPS) is modified by attack damage and speed.

Table 1:

AS\AD 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000
0.1 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
0.2 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200
0.3 15 30 45 60 75 90 105 120 135 150 165 180 195 210 225 240 255 270 285 300
0.4 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300 320 340 360 380 400
0.5 25 50 75 100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500
0.6 30 60 90 120 150 180 210 240 270 300 330 360 390 420 450 480 510 540 570 600
0.7 35 70 105 140 175 210 245 280 315 350 385 420 455 490 525 560 595 630 665 700
0.8 40 80 120 160 200 240 280 320 360 400 440 480 520 560 600 640 680 720 760 800
0.9 45 90 135 180 225 270 315 360 405 450 495 540 585 630 675 720 765 810 855 900
1.0 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000
1.1 55 110 165 220 275 330 385 440 495 550 605 660 715 770 825 880 935 990 1045 1100
1.2 60 120 180 240 300 360 420 480 540 600 660 720 780 840 900 960 1020 1080 1140 1200
1.3 65 130 195 260 325 390 455 520 585 650 715 780 845 910 975 1040 1105 1170 1235 1300
1.4 70 140 210 280 350 420 490 560 630 700 770 840 910 980 1050 1120 1190 1260 1330 1400
1.5 75 150 225 300 375 450 525 600 675 750 825 900 975 1050 1125 1200 1275 1350 1425 1500
1.6 80 160 240 320 400 480 560 640 720 800 880 960 1040 1120 1200 1280 1360 1440 1520 1600
1.7 85 170 255 340 425 510 595 680 765 850 935 1020 1105 1190 1275 1360 1445 1530 1615 1700
1.8 90 180 270 360 450 540 630 720 810 900 990 1080 1170 1260 1350 1440 1530 1620 1710 1800
1.9 95 190 285 380 475 570 665 760 855 950 1045 1140 1235 1330 1425 1520 1615 1710 1805 1900
2.0 100 200 300 400 500 600 700 800 900 1000 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000
2.1 105 210 315 420 525 630 735 840 945 1050 1155 1260 1365 1470 1575 1680 1785 1890 1995 2100
2.2 110 220 330 440 550 660 770 880 990 1100 1210 1320 1430 1540 1650 1760 1870 1980 2090 2200
2.3 115 230 345 460 575 690 805 920 1035 1150 1265 1380 1495 1610 1725 1840 1955 2070 2185 2300
2.4 120 240 360 480 600 720 840 960 1080 1200 1320 1440 1560 1680 1800 1920 2040 2160 2280 2400
2.5 125 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000 2125 2250 2375 2500

The distribution of values provides some interesting information that is better seen on a graph.

Graph 1:

League of Legends Attack Damage vs Attack Speed Graph

The graph shows that by boosting only attack damage or attack speed it isn’t possible to reach an average damage per second of 500, it is necessary to improve the other stat. The circular shape of the bands also indicates that the fastest way to reach an ADPS of 500 is by evenly boosting both stats. Moreover, as ADPS increases, the benefit of increasing both stats diminishes; which is indicated by the curves being less pronounced.

The conclusion we arrive is that while a pure attack damage or attack speed is a viable strategy it isn’t optimal. The best way to maximize ADPS is to improve both attack damage and attack speed simultaneously. For that, Table 1 can be used as a guide for the best buy path for items according to the boost they provide.

In another article we’ll see the effect of critical hits on maximizing ADPS. If you have any questions, suggestions or advice please leave a comment; we love the feedback.

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