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[Patch 1.0.0.124: Talon] General Discussion - Page 128

Forum Index > LoL General
Post a Reply
Prev 1 126 127 128 129 130 231 Next
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2011-09-04 19:15:47
September 04 2011 19:13 GMT
#2541
i'll play, ID is bly08
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
September 04 2011 19:40 GMT
#2542
Averice runes provide 1g per 10 seconds, you have 3 averice spots.

The average game lasts 40 minutes (according to Riot)

First 1:30 seconds is spawn time and nothing works.

Your other 38:30 minutes these runes are working their magic.

38x60+30 = 2280 seconds.

2280 / 10 = 228 gold per rune.

228x3 = 684 gold.


450 gold buys you 1 red crystal worth 180hp. Divide the cost by the gains means that 1HP is worth 2.5 gold.

3x fortitude averice = 26x3 = 78.

78x2.5 = 195

In a 40 minute game the averice runes outproduce fortitude runes in value by 3.5 times. The difference in gold is 489.

The break even point is (195/3)x10 = 650 seconds. That's 10 minutes and 50 seconds.


Now ofcourse there are points to be made for the value of early game stats and some stats wich come in short supply (Magic pen/Armor pen), but many of the stats you can easily aquire might be worse then the underused averice quints.

Ofcourse the advantage grows larger as the game drags on but if Riot is to be believed the average game will end at 40 minutes.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
September 04 2011 19:43 GMT
#2543
Normally the quint slot is really important for your early laning though and that's why nobody uses them. The better your early the more you can cs and advantages can snowball.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
September 04 2011 19:50 GMT
#2544
On September 05 2011 04:40 zalz wrote:
+ Show Spoiler +
Averice runes provide 1g per 10 seconds, you have 3 averice spots.

The average game lasts 40 minutes (according to Riot)

First 1:30 seconds is spawn time and nothing works.

Your other 38:30 minutes these runes are working their magic.

38x60+30 = 2280 seconds.

2280 / 10 = 228 gold per rune.

228x3 = 684 gold.


450 gold buys you 1 red crystal worth 180hp. Divide the cost by the gains means that 1HP is worth 2.5 gold.

3x fortitude averice = 26x3 = 78.

78x2.5 = 195

In a 40 minute game the averice runes outproduce fortitude runes in value by 3.5 times. The difference in gold is 489.

The break even point is (195/3)x10 = 650 seconds. That's 10 minutes and 50 seconds.


Now ofcourse there are points to be made for the value of early game stats and some stats wich come in short supply (Magic pen/Armor pen), but many of the stats you can easily aquire might be worse then the underused averice quints.

Ofcourse the advantage grows larger as the game drags on but if Riot is to be believed the average game will end at 40 minutes.

Too bad that people use HP quints for early game
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
September 04 2011 19:53 GMT
#2545
On September 05 2011 04:40 zalz wrote:
+ Show Spoiler +
Averice runes provide 1g per 10 seconds, you have 3 averice spots.

The average game lasts 40 minutes (according to Riot)

First 1:30 seconds is spawn time and nothing works.

Your other 38:30 minutes these runes are working their magic.

38x60+30 = 2280 seconds.

2280 / 10 = 228 gold per rune.

228x3 = 684 gold.


450 gold buys you 1 red crystal worth 180hp. Divide the cost by the gains means that 1HP is worth 2.5 gold.

3x fortitude averice = 26x3 = 78.

78x2.5 = 195

In a 40 minute game the averice runes outproduce fortitude runes in value by 3.5 times. The difference in gold is 489.

The break even point is (195/3)x10 = 650 seconds. That's 10 minutes and 50 seconds.


Now ofcourse there are points to be made for the value of early game stats and some stats wich come in short supply (Magic pen/Armor pen), but many of the stats you can easily aquire might be worse then the underused averice quints.

Ofcourse the advantage grows larger as the game drags on but if Riot is to be believed the average game will end at 40 minutes.

You're comparing apples and oranges if you want to compare gold/10 quints vs flat hp quints. Gold/10 quints are for the long term gain and they're used quite frequently on support champions who aren't getting any farm. Obviously if you look at a long game they'll give more gold than HP quints (ie: people don't take HP quints for their late game value).
Sponkz
Profile Joined May 2011
Denmark4564 Posts
September 04 2011 19:56 GMT
#2546
Im starting to find ignite a rather useless summoner, unless you're against something where the healing reduction might be good. Ghost/flash on AP carries > Flash/ignite imo.
hi
739
Profile Blog Joined May 2009
Bearded Elder29904 Posts
Last Edited: 2011-09-04 20:00:31
September 04 2011 19:57 GMT
#2547
Did anyone played 6v6 or 8v8 on Summoners Rift or Twisted Treeline already? :D That's hella fun, dunno how to create it but played a lot already :D so fun !
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
September 04 2011 20:17 GMT
#2548
On September 05 2011 04:50 Kaniol wrote:
Show nested quote +
On September 05 2011 04:40 zalz wrote:
+ Show Spoiler +
Averice runes provide 1g per 10 seconds, you have 3 averice spots.

The average game lasts 40 minutes (according to Riot)

First 1:30 seconds is spawn time and nothing works.

Your other 38:30 minutes these runes are working their magic.

38x60+30 = 2280 seconds.

2280 / 10 = 228 gold per rune.

228x3 = 684 gold.


450 gold buys you 1 red crystal worth 180hp. Divide the cost by the gains means that 1HP is worth 2.5 gold.

3x fortitude averice = 26x3 = 78.

78x2.5 = 195

In a 40 minute game the averice runes outproduce fortitude runes in value by 3.5 times. The difference in gold is 489.

The break even point is (195/3)x10 = 650 seconds. That's 10 minutes and 50 seconds.


Now ofcourse there are points to be made for the value of early game stats and some stats wich come in short supply (Magic pen/Armor pen), but many of the stats you can easily aquire might be worse then the underused averice quints.

Ofcourse the advantage grows larger as the game drags on but if Riot is to be believed the average game will end at 40 minutes.

Too bad that people use HP quints for early game


Gold is more flexible. You could open with a Doran providing more stats and still get out ahead by a few gold.
r.Evo
Profile Joined August 2006
Germany14080 Posts
September 04 2011 20:20 GMT
#2549
On September 05 2011 04:56 Sponkz wrote:
Im starting to find ignite a rather useless summoner, unless you're against something where the healing reduction might be good. Ghost/flash on AP carries > Flash/ignite imo.


You want ignite if you have high CD spells, no real autoattack and need that little bit of extra burst to finish. (and vs heaving sustain like WW/Soraka/Udyr)

You want exhaust if you can actually DO stuff during that duration and/or to protect yourself from divers mid-/lategame. (e.g. AD carries/Ryze/Some solo tops)


You want Ghost over any of those because... well... because.... well... uhm..... hurpdurp. Tell me?

TP/Ignite/Exhaust outperform Ghost all day in like 95% of all situations.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
rwrzr
Profile Joined February 2010
United States1980 Posts
September 04 2011 20:22 GMT
#2550
People who open HP quints usually start with a more aggressive build like boots 3pot or crystal 2pot or plan to play aggressive.

I don't think that gold quints are a direct substitute for HP quints, but instead they are an alternative catering to a certain playstyle or champion pick.

FADC
Eppa!
Profile Joined November 2010
Sweden4641 Posts
September 04 2011 20:23 GMT
#2551
On September 05 2011 05:17 zalz wrote:
Show nested quote +
On September 05 2011 04:50 Kaniol wrote:
On September 05 2011 04:40 zalz wrote:
+ Show Spoiler +
Averice runes provide 1g per 10 seconds, you have 3 averice spots.

The average game lasts 40 minutes (according to Riot)

First 1:30 seconds is spawn time and nothing works.

Your other 38:30 minutes these runes are working their magic.

38x60+30 = 2280 seconds.

2280 / 10 = 228 gold per rune.

228x3 = 684 gold.


450 gold buys you 1 red crystal worth 180hp. Divide the cost by the gains means that 1HP is worth 2.5 gold.

3x fortitude averice = 26x3 = 78.

78x2.5 = 195

In a 40 minute game the averice runes outproduce fortitude runes in value by 3.5 times. The difference in gold is 489.

The break even point is (195/3)x10 = 650 seconds. That's 10 minutes and 50 seconds.


Now ofcourse there are points to be made for the value of early game stats and some stats wich come in short supply (Magic pen/Armor pen), but many of the stats you can easily aquire might be worse then the underused averice quints.

Ofcourse the advantage grows larger as the game drags on but if Riot is to be believed the average game will end at 40 minutes.

Too bad that people use HP quints for early game


Gold is more flexible. You could open with a Doran providing more stats and still get out ahead by a few gold.

The thing is that the reason you get hp quints is that + dorans/boots + Armor runes means you can deny a few last hits. Not to mention it helps vs ganks from Lee Sin and Nunu who can gank at level 2.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
Sponkz
Profile Joined May 2011
Denmark4564 Posts
September 04 2011 20:25 GMT
#2552
On September 05 2011 05:20 r.Evo wrote:
Show nested quote +
On September 05 2011 04:56 Sponkz wrote:
Im starting to find ignite a rather useless summoner, unless you're against something where the healing reduction might be good. Ghost/flash on AP carries > Flash/ignite imo.


You want ignite if you have high CD spells, no real autoattack and need that little bit of extra burst to finish. (and vs heaving sustain like WW/Soraka/Udyr)

You want exhaust if you can actually DO stuff during that duration and/or to protect yourself from divers mid-/lategame. (e.g. AD carries/Ryze/Some solo tops)


You want Ghost over any of those because... well... because.... well... uhm..... hurpdurp. Tell me?

TP/Ignite/Exhaust outperform Ghost all day in like 95% of all situations.


I don't find TP useful when im mid. I was speaking of AP carries in general here, so i'll try and formulate myself abit better next time. Exhaust just doesn't seem like a "omg must have". Ghost is a team fight dominator for me no matter what type of ap carry i play. Ignite seems so meh to me in general tbh.
hi
rwrzr
Profile Joined February 2010
United States1980 Posts
September 04 2011 20:28 GMT
#2553
Teleport seems like solotop friendly skill.
FADC
r.Evo
Profile Joined August 2006
Germany14080 Posts
Last Edited: 2011-09-04 20:40:14
September 04 2011 20:38 GMT
#2554
On September 05 2011 05:25 Sponkz wrote:
Show nested quote +
On September 05 2011 05:20 r.Evo wrote:
On September 05 2011 04:56 Sponkz wrote:
Im starting to find ignite a rather useless summoner, unless you're against something where the healing reduction might be good. Ghost/flash on AP carries > Flash/ignite imo.


You want ignite if you have high CD spells, no real autoattack and need that little bit of extra burst to finish. (and vs heaving sustain like WW/Soraka/Udyr)

You want exhaust if you can actually DO stuff during that duration and/or to protect yourself from divers mid-/lategame. (e.g. AD carries/Ryze/Some solo tops)


You want Ghost over any of those because... well... because.... well... uhm..... hurpdurp. Tell me?

TP/Ignite/Exhaust outperform Ghost all day in like 95% of all situations.


I don't find TP useful when im mid. I was speaking of AP carries in general here, so i'll try and formulate myself abit better next time. Exhaust just doesn't seem like a "omg must have". Ghost is a team fight dominator for me no matter what type of ap carry i play. Ignite seems so meh to me in general tbh.


TP makes you dominate your lane more than Ghost, not to mention the lategame utility.

Exhaust makes you dominate your lane more than Ghost, also crushes that one guy that has huge damage output / high threat level in a teamfight. If you have Ghost in that scenario it's just someone else who dies instead or you being chased around.

Ignite makes you dominate your lane more than the two above (usually), but not so much for teamfights (unless sustain comes in).



Not to mention, in that scenario where both parties will fully commit to a burst exchange Ignite and especially a correctly timed exhaust simply hardcounter these encounters against the person who doesn't have either.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Sponkz
Profile Joined May 2011
Denmark4564 Posts
September 04 2011 20:43 GMT
#2555
I was referring to team fights in mid/late game mostly as per ghost, gives you some insane re-positioning abitilies and the ability to do crazy stuff and get away with it. I guess i'm just a crazy person lol.
hi
Iskusstvo
Profile Joined December 2010
United Kingdom323 Posts
September 04 2011 20:49 GMT
#2556
Has hotshot ever won a game with Karma? I swear he's always feeding with her on stream.
If your life had a face, I'd punch it. I'd punch your life in the face.
mrgerry
Profile Joined September 2008
United States1508 Posts
September 04 2011 20:49 GMT
#2557
Quotes from Taburiss in his fierce battle of internet war with Hotshot:
"fight your moms tits"
"suck bad"
"suck suck"
"IEM pls come china..Ill kill you"
"because he is your father"
"suck karma"
Jaso
Profile Blog Joined April 2010
United States2147 Posts
September 04 2011 21:03 GMT
#2558
On September 05 2011 04:13 zulu_nation8 wrote:
i'll play, ID is bly08


so that's who you/bly08 are/is! I've had you on my list for a whilel since shake welfared my account haha
derp
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
September 04 2011 21:41 GMT
#2559
On September 05 2011 05:49 Iskusstvo wrote:
Has hotshot ever won a game with Karma? I swear he's always feeding with her on stream.

Yeah, there was one game where he started out like 0/7/1 mid, but finished the game like 9/9/15, it was pretty epic actually.
3.
eagle
Profile Joined April 2009
United States693 Posts
September 04 2011 21:56 GMT
#2560
7-9 karma hotshotgg ranked
but 7-16 on king of kimchi
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