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General Discussion/Off-topic - Page 450

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Nikon
Profile Blog Joined May 2009
Bulgaria5710 Posts
Last Edited: 2011-03-09 08:25:39
March 09 2011 08:23 GMT
#8981
My casual soul has been crushed, got 76 IP for a regular victory yesterday. How the hell am I supposed to farm the thousands of IP I need now? I barely play 3 games a day, sometimes not even that. Woe is me...
BouBou.865
Profile Joined December 2010
Netherlands814 Posts
March 09 2011 08:45 GMT
#8982
I gave up buying champs with IP, even buying 450ip champs is 'cheaper' for me with RP.
Playing League of Legends. IGN: Plain Skill
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
March 09 2011 08:59 GMT
#8983
Just saw bryden7 on stream, i doubt they banned people who got reported often
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
March 09 2011 09:21 GMT
#8984
It takes something like 40 hours of non-stop winning to get a 6300 champion.

I figure somewhere beween 40-50 hours is the average time you need to spent playing to buy the more expensive champs.

This idea that the average game lasts 45 minutes is just ridiculous. They knew it was an IP nerf, it's just sad they didn't actually called it what it was and even pretended like somehow it was an IP buff. Excluding daily wins:

75 - 68 - 76 - 76 - 51 - 75 - 72 - 89

Winning gives me the same IP i used to get for losing and now losing just gives me even less IP.

The IP income just doesn't match the huge numbers that are asked for some champs.
Wala.Revolution
Profile Blog Joined November 2006
7584 Posts
March 09 2011 09:55 GMT
#8985
So they lowered the threshold on bans? Why the sudden influx?
Stuck.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 09 2011 10:34 GMT
#8986
On March 09 2011 09:57 HazMat wrote:
OMGEE I stole chrispy's smurf so add minichrispy ^_^
Also, how about your brothers lvl 29 account inept.

A few days ago I ran into minichrispy. I even posted on LP, wondering if that is Chrispy or not. So who was trolling me there?
If you have a good reason to disagree with the above, please tell me. Thank you.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
March 09 2011 11:29 GMT
#8987
Yeah most games I play are 20-25min surrenders one way or another. It was a gigantic IP nerf... I guess it's a part of their plan of making people spend some money on the game, but I'm really annoyed by them not calling it a nerf. -.- I'd be okay with average game lenght being like 35min, but 45? Come on. Also, this method is just completely stupid. You should get a bonus for winning faster, not for delaying the victory by an hour.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 09 2011 11:36 GMT
#8988
On March 09 2011 20:29 Shikyo wrote:
Yeah most games I play are 20-25min surrenders one way or another. It was a gigantic IP nerf... I guess it's a part of their plan of making people spend some money on the game, but I'm really annoyed by them not calling it a nerf. -.- I'd be okay with average game lenght being like 35min, but 45? Come on. Also, this method is just completely stupid. You should get a bonus for winning faster, not for delaying the victory by an hour.


You are like the non-representative 5% of this game's populace who take the game seriously. I'm more than certain that low-level games (like REALLY lol-level) often drag on for a hour or more because people have no idea how to win. 45 min being the average number looks legit.
You want 20 good men, but you need a bad pussy.
Niton
Profile Blog Joined March 2009
United States2395 Posts
March 09 2011 12:34 GMT
#8989
There was some sort of security breach last night that resulted in this happening:

[image loading]

No idea who the summoners are/were, but very interesting.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
March 09 2011 12:53 GMT
#8990
On March 09 2011 20:36 BluzMan wrote:
Show nested quote +
On March 09 2011 20:29 Shikyo wrote:
Yeah most games I play are 20-25min surrenders one way or another. It was a gigantic IP nerf... I guess it's a part of their plan of making people spend some money on the game, but I'm really annoyed by them not calling it a nerf. -.- I'd be okay with average game lenght being like 35min, but 45? Come on. Also, this method is just completely stupid. You should get a bonus for winning faster, not for delaying the victory by an hour.


You are like the non-representative 5% of this game's populace who take the game seriously. I'm more than certain that low-level games (like REALLY lol-level) often drag on for a hour or more because people have no idea how to win. 45 min being the average number looks legit.

Actually every time I smurf / play with low level friends, the game almost always ends in a 20min surrender. The bad players seem to give up a lot more easily rather than drag it out. I really don't see how 45min could be the average.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 09 2011 12:53 GMT
#8991
Wait, I thought they said the average game was 38 minutes, they even produced a shiny graph showing the IP systems cross the IP they give at that point. While I have a good number of surrender games I also tend to get more drawn out ones, even had a couple agonizingly long 50+ minute games last week that I hated to death.

I'm not sure 8 games is a large enough sample size either.

Going to record the length of all my matches for awhile, thank you LoL replay.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Vlanitak
Profile Joined November 2009
Norway3045 Posts
March 09 2011 12:57 GMT
#8992
question:
If I have a wall of text on calculations with Armpen vs Dmg/lvl, and want someone else to take a look at it before I make any statements regarding them, should I post it in it's own thread or in this one?
washed
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 09 2011 13:11 GMT
#8993
The problem with this thread is that it might be buried before anyone gets to take a look at it. We don't really have a good thread for runes though, all I found was one [help] Runes thread. It's probably because most people don't want to do the calculations and stuff like DPS from runes is generally champion specific.

I think I'd try it in here first though, since all you need is one or two people to look at it. I guess I'll take a gander.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
SagaZ
Profile Blog Joined May 2009
France3460 Posts
March 09 2011 13:25 GMT
#8994
On March 09 2011 21:57 Vlanitak wrote:
question:
If I have a wall of text on calculations with Armpen vs Dmg/lvl, and want someone else to take a look at it before I make any statements regarding them, should I post it in it's own thread or in this one?


You should make a different thread imo, and name it like "rune comparisons", so we can eventually talk about different popular runesets and their diference (like armor vs dodge)
Be nice, buy wards and don't feed double buff.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2011-03-09 13:30:52
March 09 2011 13:29 GMT
#8995
The thing about runes is that you want to have rune pages that are more or less useful for a variety of different champions. I could make like 4 different Kassadin pages that would all be useful in different pick environments, but I simply don't have enough pages to maintain all that. Same goes for every champ. Precise calculations are pointless imo because it varies depends on what you're facing (MR blues good if you solo vs a caster and want trades, bad if you don't) and a page fit specifically for one champ would be useless for another and you want something in between.

Even if you gear all your 10 pages to suit 5 champs, chances are you're not getting to play any of them in a given game.

Ye I'd love an armor vs dodge comparison, I've always discarded dodge as something that does the same thing as armor for 4x the price.
You want 20 good men, but you need a bad pussy.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
March 09 2011 13:30 GMT
#8996
On March 09 2011 21:53 phyvo wrote:
Wait, I thought they said the average game was 38 minutes, they even produced a shiny graph showing the IP systems cross the IP they give at that point.

Except at that point you no longer get any fast finish bonus and it's just the base victory amount, whereas you'd get bonus IP with an earlier victory. You can't compare like that either.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 09 2011 13:31 GMT
#8997
On March 09 2011 22:30 Shikyo wrote:
Show nested quote +
On March 09 2011 21:53 phyvo wrote:
Wait, I thought they said the average game was 38 minutes, they even produced a shiny graph showing the IP systems cross the IP they give at that point.

Except at that point you no longer get any fast finish bonus and it's just the base victory amount, whereas you'd get bonus IP with an earlier victory. You can't compare like that either.


That removal was very bad, agreed. Noone feels inclined to finish games fast anymore, because they get less IP for it, not more.
You want 20 good men, but you need a bad pussy.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 09 2011 13:52 GMT
#8998
Dodge vs armor is skewed because dodge doesn't help at all against physical damage spells or towers. That means that dodge is usually good for laning because you can dodge minion hits. But (flat) armor also is stronger early because you have less base armor. Later on it's good on tanks because those will be taking the most hits from autoattackers while the rest is usually mainly attacked with spells. But tanks also want more armor against towers.
If you have a good reason to disagree with the above, please tell me. Thank you.
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
March 09 2011 14:16 GMT
#8999
On March 09 2011 22:25 SagaZ wrote:
Show nested quote +
On March 09 2011 21:57 Vlanitak wrote:
question:
If I have a wall of text on calculations with Armpen vs Dmg/lvl, and want someone else to take a look at it before I make any statements regarding them, should I post it in it's own thread or in this one?


You should make a different thread imo, and name it like "rune comparisons", so we can eventually talk about different popular runesets and their diference (like armor vs dodge)

Yah I'd love to read discussion over rune efficiency. I can never seem to decide what's best T_T
I admire your commitment to being *very* oily
Phrost
Profile Blog Joined May 2010
United States4008 Posts
March 09 2011 14:29 GMT
#9000
On March 09 2011 23:16 Haemonculus wrote:
Show nested quote +
On March 09 2011 22:25 SagaZ wrote:
On March 09 2011 21:57 Vlanitak wrote:
question:
If I have a wall of text on calculations with Armpen vs Dmg/lvl, and want someone else to take a look at it before I make any statements regarding them, should I post it in it's own thread or in this one?


You should make a different thread imo, and name it like "rune comparisons", so we can eventually talk about different popular runesets and their diference (like armor vs dodge)

Yah I'd love to read discussion over rune efficiency. I can never seem to decide what's best T_T


Mathematically someone (i think nicosharp?) has already figured out which runes are best in terms of efficiency. Generally speaking I would go with whatever feels better or works better in your playstyle. I know, for instance, that I prefer armor penetration runes to flat damage runes because I frequently get yomumu's on those characters not last whisper and flat armor penetration gets better the more you have.

Armor vs dodge is another thing that can be just considered logically, if you are jungling generally armor is better because a randomly dodged attack will probably not save you and a long string of no dodges will probably get you killed by a buff creep or dragon. Dodge is generally better for laning because the overall damage you receive is rather low but the potential burst from champion auto attacks has a huge impact on how much damage a dodge will prevent.

ie
you take 15 damage per minion in the jungle, they hit 100 times, you take 1500 damage.
lets say the armor runes reduce the amount of damage taken by 10%
if so then you would take 13.5 damage per hit, 100 hits, taking 1350 damage.
if you have 10% dodge, you should dodge 10% of those attacks and take the same 1350 damage, however if you fail to dodge 10% of those attacks you may take significantly more or less damage. Also which creeps you dodge makes a difference (buffs hit signficantly harder than everything else)

for laning, you might take 65 damage from champion attacks at level 2 or so (which is not unreasonable on most AD champs) and maybe 10 attacks, dealing 650 damage.
if you have armor that reduces the damage taken by 10% then it will reduce the damage by 65, to 585 damage. This assumes they do not crit and they do not ignore more armor than you currently have.

with dodge, you should hypothetically dodge 10% of the attacks, or 1, reducing the damage by 65. but if you dodge another attack (which is possible), you will have effectively dodged 20% of the damage making a much more significant impact on your time until death.


These are all personal opinions, I did not do the math on any of that but that's just my personal preference.

In the jungle you want stability, in lane you want the random factor to gain an edge.
This does not include specific stat/champ interactions (ie malphite, mordekaiser, taric, singed, etc) which would increase the value of certain stats based on their interaction with the champion.
iamphrost.tumblr.com // http://howtobebettermagicplayer.tumblr.com // twitter @phrost_
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