[Patch 1.0.0.124: Talon] General Discussion - Page 128
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zulu_nation8
China26351 Posts
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zalz
Netherlands3704 Posts
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
Ireland23335 Posts
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Kaniol
Poland5551 Posts
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
United States2798 Posts
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
Denmark4564 Posts
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739
Bearded Elder29903 Posts
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zalz
Netherlands3704 Posts
On September 05 2011 04:50 Kaniol wrote: 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
Germany14079 Posts
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. | ||
rwrzr
United States1980 Posts
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. | ||
Eppa!
Sweden4641 Posts
On September 05 2011 05:17 zalz wrote: 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. | ||
Sponkz
Denmark4564 Posts
On September 05 2011 05:20 r.Evo wrote: 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. | ||
rwrzr
United States1980 Posts
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r.Evo
Germany14079 Posts
On September 05 2011 05:25 Sponkz wrote: 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. | ||
Sponkz
Denmark4564 Posts
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Iskusstvo
United Kingdom323 Posts
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mrgerry
United States1508 Posts
"fight your moms tits" "suck bad" "suck suck" "IEM pls come china..Ill kill you" "because he is your father" "suck karma" | ||
Jaso
United States2147 Posts
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 | ||
Inschato
Canada1349 Posts
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. | ||
eagle
United States693 Posts
but 7-16 on king of kimchi | ||
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