General Discussion/Off-topic - Page 450
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Nikon
Bulgaria5710 Posts
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BouBou.865
Netherlands814 Posts
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Kaniol
Poland5551 Posts
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zalz
Netherlands3704 Posts
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. | ||
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Wala.Revolution
7584 Posts
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spinesheath
Germany8679 Posts
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? | ||
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Shikyo
Finland33997 Posts
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BluzMan
Russian Federation4235 Posts
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. | ||
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Niton
United States2395 Posts
![]() No idea who the summoners are/were, but very interesting. | ||
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Shikyo
Finland33997 Posts
On March 09 2011 20:36 BluzMan wrote: 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. | ||
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phyvo
United States5635 Posts
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. | ||
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Vlanitak
Norway3045 Posts
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? | ||
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phyvo
United States5635 Posts
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. | ||
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SagaZ
France3460 Posts
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) | ||
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BluzMan
Russian Federation4235 Posts
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. | ||
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Shikyo
Finland33997 Posts
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. | ||
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BluzMan
Russian Federation4235 Posts
On March 09 2011 22:30 Shikyo wrote: 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. | ||
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spinesheath
Germany8679 Posts
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Haemonculus
United States6980 Posts
On March 09 2011 22:25 SagaZ wrote: 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 | ||
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Phrost
United States4008 Posts
On March 09 2011 23:16 Haemonculus wrote: 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. | ||
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