lol rune wide adjustment fixed armor weakened life steal

Source: Internet
Author: User
Keywords LOL

&http://www.aliyun.com/zixun/aggregation/37954.html ">nbsp; "Science and Technology" March 25 news, lol Changes in the frequent, involving a wide range of players have been pregnant with worry, whether it is a hero, object, or map, mode, each adjustment can bring different feelings and experience. The adjustment riot will hand to have never moved the rune, a large number of rune adjustment, both enhanced and weakened, for many players, Rune is also a decisive factor in the success of the game, although this adjustment is not subversive, but it may also have impact on the rune collocation of some players.

You can combine the specific content of this adjustment to your own rune portfolio.


Yellow

Fixed Armor

The armor provided by each rune is lowered from 1.41 to 1.00.

Nine rune-supplied armor reduced from 12.69 to 9.00 (all heroes, except Ryan Giggs and barrel base armor increased by 4 points)

The biggest change is the sharp weakening of the fixed armor Rune. The reduction of the armor value of 0.41 is probably equivalent to weakening the effective property of 30%. Now I'm glad that if you choose yellow Armor, your armor will be 0.31 higher than before, but still weaken for rune.

However, this is not a bad thing for the most widely used fixed armor Rune in the game at the moment. The following changes mean that we can see other rune selections in yellow.

Game impact-There will still be people who choose to fix Armor Rune, especially the role of playing wild and down roads. With each red Armor Rune offering 0.91 armor values in the future, compared to the yellow 1-point armor, we might see a helper hero turn yellow into life or growth, then red to select the Armor Rune.

Yellow Growth Armor

Each rune Level 18 provides armor from 2.7 to 3.0.

Nine Rune level 18 provides armor increased from 24.3 to 27.0

The Growth Armor Rune has been enhanced! In the past, yellow growth armor at level 10 can go beyond the fixed armor properties, and now level 7 is OK. I think this change is definitely the biggest impact on most rune combinations, especially for heroes who don't need a lot of armor to maintain their ability to clear the field.

Game Impact-I'm going to buy yellow growth armor right away. This rune is good for the other side of the field is the AP hero, and you have no line of life at risk of the single hero. If you're a physical hero to the line, growing armor is also useful if you don't have too much death/suppressed odds.

Fixed life

The life value of each rune is increased from 5.35 to 8.0.

Nine Rune-supplied life value increased from 48.15 to 72

Game Impact-Fixed life runes and growth life runes have been enhanced! Each rune is increased from 5.35 to 8.0 life, which is likely to make it a substitute for the yellow fixed Armor rune. I'm pretty sure we'll see this rune a lot in the fight against the non-physical heroes, though not as popular as the previous fixed Armor Rune.

The fixed-life character is now 63 gold coins higher than the previous value.

Growth Life

Each rune Level 18 provides armor from 19.44 to 24.

Nine Rune level 18 provides armor increased from 174.96 to 216

Growth Life Rune Now increases the life value of each level from 1.08 to 1.33, the increase is about 23%. At the end of the game, more than nine life runes provide 40 points of life, even if the defensive talent and 3% of the extra bonus this is not a significant increase. At level 18, the growth life-value character adds 109 gold coins to the value of the past. Now you have seven growth and life values that are basically the same as in the past. This allows you to set aside two places to give you the attributes you want, such as fixed life values.

Influence in the game-I'm not sure if the value of the growth life is useful. Life is not much at 200 in the late stages of the game, but if you're not going to choose a armor rune, then life and growth life runes will still be useful for the brittle skin hero. What's interesting is that the current percentage of the maximum life Rune doesn't make any sense, because the late game probably requires 4,800 points of life to be more useful than a fixed/growing life rune. Although the percentage of maximum life rune growth is more stable, although it is lower than the growth of life-value Rune provides more life, but growth is not as good as the growth of life, in the latter part of the God when the effect is not as good as the growth of life value.

Life reply

5-Second Life-value recovery from 0.43 to 0.565 for each rune

Nine Rune offers 5-Second Life recovery from 3.87 to 5.0

The life-back Rune was also enhanced, with the five-point effect of each rune increased by 0.13 points. If you choose nine life-return runes, you'll be back to 14.04 more lives per minute than before. Nine life-reply characters can provide you with a steady stream of resilience, rather than a life-returning rune. The life-back Rune will take about 30 seconds to restore the amount of blood that a fixed life rune provides, but it is only in cases where you are hurt and has little effect on the spelling.

Game Impact--I think we'll use this rune against the AP hero, especially if you're on the road for a longer time. However, the first few Zhou rune changes will still be rage, and in other ways I think the life-returning Rune cannot replace the Armor Rune.

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