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Want to rage about your latest loss? Use the QQ thread. If you whine in GD, you'll get warned. |
United States47024 Posts
On December 12 2011 00:57 Craton wrote: Because few (if any) DoT spells last for 5 seconds and do relatively high damage per second, while regen is generally quite low and lasts long (or infinite) periods. Why does that make listing regen useful as per-5 useful? You already have fractional regen-per-5 from natural level-up gains and runes, and it's not like it's that confusing.
I can see zero gain from having regen listed as per-5. It just adds a minor annoyance when trying to calculate shit.
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surge is not too bad on the bear.
if you use it on Cho no skill shots will get past you.
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On December 12 2011 01:07 starfries wrote: surge is not too bad on the bear.
if you use it on Cho no skill shots will get past you. Use it on Cho and play on dominion and get the crystal aura. Attack Japan
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On December 12 2011 00:56 TheYango wrote: Actually, why the hell did Riot feel the need to list regen as per-5 at all? It seems like it's unnecessarily importing a WoW convention without the underlying mechanic that necessitated that convention in WoW in the first place (5-second rule).
Nice numbers, thats all. So that the masteries can go 1/2/3 instead of 0.2/0.4/0.6, same for the values on the items.
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United States47024 Posts
On December 12 2011 01:18 Unentschieden wrote:Show nested quote +On December 12 2011 00:56 TheYango wrote: Actually, why the hell did Riot feel the need to list regen as per-5 at all? It seems like it's unnecessarily importing a WoW convention without the underlying mechanic that necessitated that convention in WoW in the first place (5-second rule). Nice numbers, thats all. So that the masteries can go 1/2/3 instead of 0.2/0.4/0.6, same for the values on the items. Except the numbers on the mastery used to not even be 1/2/3. They're only 1/2/3 now because Riot nerfed it from 1.66/3.33/5.
As far as items, Chalice already gives 7.5 mana regen, plus the items could have been scaled to even per-second regen even if it was an issue.
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The same question could be asked why there are gp10 items and not gp1 items/quints. Do you really think it would be better if Dshield would give 1,6hp/second and philo 3,6hp/second, or warmogs giving +0.3hp/second on a kill, looks hella dumb.
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Decimals too hard for the 8 year old playerbase.
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anyone thinks they're gunna buff xin zhao soon? :o hes one of my favorite champions by far
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On December 12 2011 01:30 cascades wrote: Decimals too hard for the 8 year old playerbase. It just looks ugly, would you like it if they changed the AD stat to something that would give you +0.83w/e stat instead of having decent looking rounded numbers? It's a game for erryone, not some advanced math simulator.
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On December 12 2011 01:31 YunhOLee wrote:anyone thinks they're gunna buff xin zhao soon? :o hes one of my favorite champions by far  No way. If anything they will rework him but i don't believe that he will be buffed
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United States47024 Posts
On December 12 2011 01:26 JackDino wrote: The same question could be asked why there are gp10 items and not gp1 items/quints. Do you really think it would be better if Dshield would give 1,6hp/second and philo 3,6hp/second, or warmogs giving +0.3hp/second on a kill, looks hella dumb.
Except you already have decimal hp5/mp5 from runes and per-level gains. You're not avoiding decimals when you have per-5 gains.
Honestly, why does having "nice integers" even fucking matter at all when you're going to divide by 5 in any situation where you'd compare regen to damage dealt anyway?
Also, Warmog's is already 0.15 hp/sec per stack.
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Of course the obvious solution would be to standardize everything to /10 instead of having /10 and /5s.
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On December 12 2011 01:02 TheYango wrote:Show nested quote +On December 12 2011 00:57 Craton wrote: Because few (if any) DoT spells last for 5 seconds and do relatively high damage per second, while regen is generally quite low and lasts long (or infinite) periods. Why does that make listing regen useful as per-5 useful? You already have fractional regen-per-5 from natural level-up gains and runes, and it's not like it's that confusing. I can see zero gain from having regen listed as per-5. It just adds a minor annoyance when trying to calculate shit. Because items and tooltips don't list decimals. They're only tracked internally. Same reason gold is per 10 instead of per 5 I'd imagine. They want to avoid decimals because it's easier to add integers.
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Why do we bother using units like millimeters when we have a perfectly good unit in the meter that we could use instead? People like to see numbers of a certain size, and the numbers in the game make measuring regen per 5 or per 10 a more natural choice than per 1.
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United States47024 Posts
On December 12 2011 01:43 Craton wrote:Show nested quote +On December 12 2011 01:02 TheYango wrote:On December 12 2011 00:57 Craton wrote: Because few (if any) DoT spells last for 5 seconds and do relatively high damage per second, while regen is generally quite low and lasts long (or infinite) periods. Why does that make listing regen useful as per-5 useful? You already have fractional regen-per-5 from natural level-up gains and runes, and it's not like it's that confusing. I can see zero gain from having regen listed as per-5. It just adds a minor annoyance when trying to calculate shit. Because items and tooltips don't list decimals. They're only tracked internally. Same reason gold is per 10 instead of per 5 I'd imagine. They want to avoid decimals because it's easier to add integers. Doesn't Warmog's list fractional HP/hp5 gains when you have strange stack counts?
And you don't have any funky math to do with gold/10, so you can use whatever the hell units you want for it.
On December 12 2011 01:44 crate wrote: Why do we bother using units like millimeters when we have a perfectly good unit in the meter that we could use instead? People like to see numbers of a certain size, and the numbers in the game make measuring regen per 5 or per 10 a more natural choice than per 1. Except, again, you have to convert either all to per-second or all per-5 when you want to actually do math with the numbers, still. Using per-5 regen doesn't make fractional regen disappear. You're still going to do the division and go to per-second in a situation where you actually want to use the numbers for something.
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On December 12 2011 01:31 YunhOLee wrote:anyone thinks they're gunna buff xin zhao soon? :o hes one of my favorite champions by far 
one of the easiest champs to play and already very strong, don't be expecting a buff unless they overly nerf him first
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On December 12 2011 00:30 TheYango wrote:Show nested quote +On December 11 2011 23:52 Hynda wrote:On December 11 2011 23:12 Gorsameth wrote:On December 11 2011 23:07 Hynda wrote: LoL must have the worst player base out there, I was thinking. I'm playing at 1600 which is what top 10.000? And I see people that lack absolute basic motorskills and decision making. The top 10.000 CS players, or top 10.000 WoW players even is 500 times better than these guys, not to talk about top 10.000 starcraft players. I wonder why. Law of Averages plus being a teamgame. When 11 million people play your game there will be a lot of really bad people. When 4 people can carry 1 utterly bad person to a win he gets higher then he should be. But that should even out over 100s of games. I see people with 300+ games at 1600 that can't last hit, never ward, always run into super obvious traps ect. I don't know but I could never ever see a Master/Diamond (how many master players in the world are there?) do shit like that. I wouldn't even say a Silver League player would do those kinds of things, yet they manage to stay over 100's of games, that must mean that the rest of that 1600's are just as bad on average. Also the more players you have logicly your top 10.000 should be better than those with less players. It just indicates how big the LoL playerbase is. For reference, the Diamond-or-higher player base is the top 8% of SC2 players, while 1600+ is like top 2% of LoL players. http://www.sc2ranks.com/stats/league/all/1/allhttp://www.dmh.se/elo.php As I'm not going by percentages. Yes the top 10% of a smaller game should be better than the top 10% of a larger one since the top 10% includes a hell of alot more players in lol. But the top 10.000 stays the top 10.000. No matter how many baddies you have behind you getting 10.000 decent players should be ALOT easier in a game with 1 million players than one with 20.000. In the first case you have to hope that 1 out of 100 is decent. While in case number two 1 out of 2.
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On December 12 2011 01:40 TheYango wrote:Show nested quote +On December 12 2011 01:26 JackDino wrote: The same question could be asked why there are gp10 items and not gp1 items/quints. Do you really think it would be better if Dshield would give 1,6hp/second and philo 3,6hp/second, or warmogs giving +0.3hp/second on a kill, looks hella dumb.
Except you already have decimal hp5/mp5 from runes and per-level gains. You're not avoiding decimals when you have per-5 gains. Honestly, why does having "nice integers" even fucking matter at all when you're going to divide by 5 in any situation where you'd compare regen to damage dealt anyway? Also, Warmog's is already 0.15 hp/sec per stack. Gain +4.5 health and +0.15 health regeneration per minion kill. Champion kills and assists grant +45 health and +1.5 health regeneration. Bonuses cap at +450 health and +15 health regeneration. Health regeneration is HP5, not hp1. You'd get 0.03 hp/s for a minion kill. I'm pretty sure the majority rather has it this way than have it show as hp/second because you wouldn't even know how much you'd get unless riot wants to clog the tooltips instead of rounding them off. Riot doesn't care too much about the people who like to do the math as much as people who actually enjoy playing the game.
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[QUOTE]On December 12 2011 02:14 JackDino wrote: [QUOTE]On December 12 2011 01:40 TheYango wrote: [QUOTE]On December 12 2011 01:26 JackDino wrote: The same question could be asked why there are gp10 items and not gp1 items/quints. Do you really think it would be better if Dshield would give 1,6hp/second and philo 3,6hp/second, or warmogs giving +0.3hp/second on a kill, looks hella dumb. [/QUOTE] Riot doesn't care too much about the people who like to do the math as much as people who actually enjoy playing the game.[/QUOTE] which isn't good at all. Because they never do the math and keep releasing completly broken champions who them rarely fix.
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United States47024 Posts
On December 12 2011 02:14 JackDino wrote: Riot doesn't care too much about the people who like to do the math as much as people who actually enjoy playing the game. Except if you're not doing the math, then how the hell is "15 hp5" any different than "a bunch of hp5"?
Numbers are only useful insofar as you're actually using the numbers. Why the hell would you display the numbers in a fashion that's most useful for the people who don't care about them? From that perspective, you could just have the tooltip for Infinity Edge be "This item makes you do a lot more autoattack damage, crit more often, and makes your crits hit way harder." For most of the player base, it'd be the same damn thing. They'd still just copy the recommended items/what their friends tell them to buy/high elo streams.
EDIT: Completely random aside, that would be an interesting idea for a game--don't externally display any of the numbers for items/character stats. Just give general descriptions and make the theorycrafting junkies want to tear their hair out.
Of course in practice, that wouldn't work because in 2 days someone would datamine the game files and make that data available.
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