Sure! So Doran's blade gives 10 ad while doran's bow gives 8. the second adaptive rune converts to 5.4 ad (0.6 *9) making a total ad of 18.8 on doran's bow and 15.4 on doran's shield setup. As far as attack speed goes, doran's blade gives none and doran's bow gives 15%, which is 5% higher than the 10% from the attack speed minor rune.
--> Bow is better for waveclear and poking
--> Sword is better for champions that need sustain because they either lack range or their kits require them to engage (or both)
Generally in mobas, Smite included, each character has a core item set that are always bought and a couple of slots left for match-dependent build customization. In any Moba, building items during the game changes the game's state for both the wearer and opponent as the stat changes affect how the game is able to be played for the next little while.
In League of Legends, champions typically have 2-3 core items that they'll build first apart from boots, giving them 2-3 slots for building items that are good in that specific game's circumstances. Now, whether they build a component for one of these optional items early on is completely dependent on matchups or player preference.
The reason for naming the components is less because they in themselves are important and more because it's important to think about what your first full item should be.
For example, finishing Maw of Malmorius first on Aatrox would be bad because he gets an immense power spike off of Eclipse. However, putting some gold towards a hexdrinker component and buying Maw after Eclipse might give him a better chance of surviving lane early into teemo.
@DarkinEnjoyer Legitimately any melee top lane champ can run second wind and doran's shield against ranged top laners. As far as teemo goes, why would you not pick up a spectre's cowl or hexdrinker first component?
@DarkinEnjoyer Honestly, I disagree with ranged-top being degenerate. It may feel annoying or slow to play into at times, but it's good for there to be variety in the archetypes in each role. There are plenty of ways to play into ranged tops and get ahead as a traditional bruiser or fighter.
@TimSweeneyEpic This is about end-user price. It's just bad business for the publisher itself to offer a discount in one place but not another for the same product given that it's being sold at the same time.
In general, they do actually fight a lot more.
Although not a perfect comparison to soloqueue, I would implore you to watch more pro-games and see how often players play hyper-safe in lane and also walk right past each other on tankier champs in the jgl because they understand the importance and reserving their health and mana resources.
@bladesAtNight@dpmlol While related when comparing who gets hit more throughout the course of the match, these are actually two separate mechanics which both improve with skill-level. (they don't oppose eachother)
Therefore, I'd assume Challenger level players (apex) have the best ability for both.
@userman779@dpmlol This too! Actually this is a factor in many games! High-level Players in fighting games in particular are notorious for optimizing their play-styles around the best moves/options for their character, and get thrown off by newer players when they play un-optimally.
per min => skillshots dodged / minute of the game
Meaning, if the game is longer by 1 minute, but there are 2 more skillshots attempted (more than 1), the resulting number will be higher. Because lower elo players fight significantly more and have longer games to fight, this is expected.