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Want to rage about your latest loss? Use the QQ thread. If you whine in GD, you'll get warned. ===== + Show Spoiler +If your [Stream] thread was moved to the general TL Stream subforum (aka SC stream land), find your thread and PM it to me and I'll move it back to LoL territory. I can argue with staff that moving a non-SC thread into a SC subforum is just asking for that thread to get buried.
- Neo, Dec. 15 2011, 6:33 KST I have admin approval. I'll be moving LoL streams back to the subforum. Stream name will be based on Summoner name. - Neo 7:07 KST |
On December 14 2011 04:04 Mogwai wrote:Show nested quote +On December 14 2011 04:02 Seuss wrote:On December 14 2011 03:55 Ryalnos wrote: Anyone have a full list of new runes + stats yet? Let me know so I can edit such info into the OP. The runes were listed on page 11, and prices on page 12. But for your convenience: Quintessences2% Life Steal (2050 IP per) 2% Spell Vamp (2050 IP per) 1.5% Health (2050 IP per) 2.0 APen + 1.13 MPen (2050 IP per) Marks1 APen + 0.57 MPen (820 IP per) Seals0.5% Health (820 IP per) 0.25 gp10 (410 IP per) Here's some cursory analysis I posted on Smashboards regarding the efficiency of the new runes: Show nested quote +Hybrid Pen is as expected. Roughly 60% the ArPen of equivalent ArPen runes, and 60% the MPen of equivalent MPen runes, so if you're really using both stats quite a bit, you have an approximate 20% gain in efficiency. Not sure if this is really worth it on any characters to be honest.
HP % runes are weird. Comparing the seals, you're looking at % HP Seals out performing HP/level Seals when you have more than 216 HP/level. This is obviously true at level 1. But by level 18, you'd need 3888 for the %HP to outperform HP/level. If you're comparing them to flat HP seals, they don't catch up until you have 1070 HP. So basically they fall somewhere in between the early game of flat HP seals and the late game of scaling HP seals. Essentially I can't envision a scenario where these are actually a good idea. On Quints, the comparison is even worse compared to flat HP Quints, where the % HP Quints don't catch up until 1733 HP. Scaling HP Quints have a worse comparison, where the % HP Quints break even at 180 HP/level, but that's still a 3240 HP break even point at level 18. Summary: Flat HP is better if you want early game HP, Scaling HP is typically better in late game scenarios, leaving % HP runes mostly useless until you hit a midgame warmog's, where it will be slightly higher. This would beg the question of why the **** are you speccing HP on your runes if you're rushing warmog's though, just get resistances and you're better off in that scenario.
Gold/10 Seals aren't as efficient as Gold/10 Quints. They're 1/4 the value, while the oppurtunity cost of stats with their primary in seals (regen, armor, hp) compared to quints is roughly 1/3. If you're investing heavily in Gold/10 anyway, I guess they're probably still worth it, but they'll take 31 minutes of work to catch up to the value of flat armor seals, so if you need armor anyway, they're very tough to justify.
Lifesteal Quints are technically worth a bit less than Flat AD/AS Quints, but they're still worth a lot. For reference, Flat AD = 92.25, Flat AS = 95.2, Lifesteal = 75. Considering that lifesteal is kinda a pain in the *** to spec for though, I think it's pretty hard to argue with 12% lifesteal off of a dblade start, especially if you're laning with a support without a heal. Definitely worth consideration because of the build paths they open up.
Spell vamp on the other hand is a lot harder to quantify. I'd say they're probably not worth it unless you're doing something cheesy where you go into lane with 9% spell vamp off of runes and masteries, but hell, that sounds gay as balls on Kennen, so yea... i did some of my notoriously bad napkin math last night and reached the same conclusions. All the runes seem very weak except the lifesteal quints which are costed comparably. If we say lifesteal is probably undercosted generally right now though they seem very attractive. Going to lane with 12% lifesteal off a dorans seems a bit ridiculous to me, that is a lot of sustain.
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On December 13 2011 13:18 obesechicken13 wrote: I don't like veigar. No one champ should have all that power. Nice Kanye reference, I laughed my ass off.
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On December 14 2011 04:33 Two_DoWn wrote:Show nested quote +On December 14 2011 04:32 BlackPaladin wrote:On December 14 2011 04:29 Two_DoWn wrote: Now, I played a game as yorick against garen yesterday and basically shat on his face. I basically could outheal his damage on q-e, even with a meki opening.
Is that normal or was that garen just shit? Yorick does that to.......everything. D: Ya, but I was under the impression that Garen was a terror top, so I wasnt sure. So Trynd still the only champ that beats yorick top. I think Garen should terror Yorrick... but I dunno, I dun get Yorrick.
My yorrick counters are Irelia, WW, and Pantheon, but I never ever really understand what's happening when there's a Yorrick in the game. Stupid fucking champ, please remove. I think Trundle and Cho are supposed to dickbutt Yorrick too, but I dunno, fuck Yorrick.
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On December 14 2011 04:04 Mogwai wrote:Show nested quote +On December 14 2011 04:02 Seuss wrote:On December 14 2011 03:55 Ryalnos wrote: Anyone have a full list of new runes + stats yet? Let me know so I can edit such info into the OP. The runes were listed on page 11, and prices on page 12. But for your convenience: Quintessences2% Life Steal (2050 IP per) 2% Spell Vamp (2050 IP per) 1.5% Health (2050 IP per) 2.0 APen + 1.13 MPen (2050 IP per) Marks1 APen + 0.57 MPen (820 IP per) Seals0.5% Health (820 IP per) 0.25 gp10 (410 IP per) Here's some cursory analysis I posted on Smashboards regarding the efficiency of the new runes: Show nested quote +Hybrid Pen is as expected. Roughly 60% the ArPen of equivalent ArPen runes, and 60% the MPen of equivalent MPen runes, so if you're really using both stats quite a bit, you have an approximate 20% gain in efficiency. Not sure if this is really worth it on any characters to be honest.
HP % runes are weird. Comparing the seals, you're looking at % HP Seals out performing HP/level Seals when you have more than 216 HP/level. This is obviously true at level 1. But by level 18, you'd need 3888 for the %HP to outperform HP/level. If you're comparing them to flat HP seals, they don't catch up until you have 1070 HP. So basically they fall somewhere in between the early game of flat HP seals and the late game of scaling HP seals. Essentially I can't envision a scenario where these are actually a good idea. On Quints, the comparison is even worse compared to flat HP Quints, where the % HP Quints don't catch up until 1733 HP. Scaling HP Quints have a worse comparison, where the % HP Quints break even at 180 HP/level, but that's still a 3240 HP break even point at level 18. Summary: Flat HP is better if you want early game HP, Scaling HP is typically better in late game scenarios, leaving % HP runes mostly useless until you hit a midgame warmog's, where it will be slightly higher. This would beg the question of why the **** are you speccing HP on your runes if you're rushing warmog's though, just get resistances and you're better off in that scenario.
Gold/10 Seals aren't as efficient as Gold/10 Quints. They're 1/4 the value, while the oppurtunity cost of stats with their primary in seals (regen, armor, hp) compared to quints is roughly 1/3. If you're investing heavily in Gold/10 anyway, I guess they're probably still worth it, but they'll take 31 minutes of work to catch up to the value of flat armor seals, so if you need armor anyway, they're very tough to justify.
Lifesteal Quints are technically worth a bit less than Flat AD/AS Quints, but they're still worth a lot. For reference, Flat AD = 92.25, Flat AS = 95.2, Lifesteal = 75. Considering that lifesteal is kinda a pain in the *** to spec for though, I think it's pretty hard to argue with 12% lifesteal off of a dblade start, especially if you're laning with a support without a heal. Definitely worth consideration because of the build paths they open up.
Spell vamp on the other hand is a lot harder to quantify. I'd say they're probably not worth it unless you're doing something cheesy where you go into lane with 9% spell vamp off of runes and masteries, but hell, that sounds gay as balls on Kennen, so yea... Man, posts like this make me love LoL.
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Man that was pretty intense game at Bob's stream TheRealDevil = mercurial, right? WP, team too heavy :x
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Perhaps run lifesteal quints on any ranged bot AD champ that plans on laning with janna? Open d-blade, get bonus AD from shield anyway, have 12% leech from the get-go, and just heal yourself up that way?
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On December 14 2011 04:44 Kaniol wrote: Man that was pretty intense game at Bob's stream TheRealDevil = mercurial, right? WP, team too heavy :x Yeah, just saw that.
also, 9% spell vamp on kennen = gay as balls lol
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I dunno if running a dblade in the janna lane is the way to go. I'm gonna stick with my cloth/boots and pots.
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On December 14 2011 04:46 Haemonculus wrote: Perhaps run lifesteal quints on any ranged bot AD champ that plans on laning with janna? Open d-blade, get bonus AD from shield anyway, have 12% leech from the get-go, and just heal yourself up that way? Hmm. Interesting. I could definitely see that working at a pro level, but not below that.
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On December 14 2011 04:46 Haemonculus wrote: Perhaps run lifesteal quints on any ranged bot AD champ that plans on laning with janna? Open d-blade, get bonus AD from shield anyway, have 12% leech from the get-go, and just heal yourself up that way? yea, that's been my conclusion. lifesteal when laning with a non-heal support, otherwise... ???. I'm not a bot lane expert so I'm not sure how much it's worthwhile, but in theory, I see a lot of value to getting them anyway so that you can sit on 1 dblade and sit pretty at 12% lifesteal, easing the need to get a big ticket lifesteal item until after you finish PD (when I do play bot, I frequently feel like I need to go 2-3 dblades or get a vamp scepter before finishing PD just for the sustain, but @ 12% lifesteal on a blade + IE, shit, that seems good enough until you get PD finished). You gotta be comfy last hitting without those AD Quints though.
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Or what about lifesteal quints on almost every fuckign top laner in the game? Open dblade, have 12% lifesteal (only 3% less than wriggles) and laugh as you have almost wriggles level sustain at lvl 1.
guessing Ahri not in store yet? :[
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On December 14 2011 04:51 Mogwai wrote:Show nested quote +On December 14 2011 04:46 Haemonculus wrote: Perhaps run lifesteal quints on any ranged bot AD champ that plans on laning with janna? Open d-blade, get bonus AD from shield anyway, have 12% leech from the get-go, and just heal yourself up that way? yea, that's been my conclusion. lifesteal when laning with a non-heal support, otherwise... ???. I'm not a bot lane expert so I'm not sure how much it's worthwhile, but in theory, I see a lot of value to getting them anyway so that you can sit on 1 dblade and sit pretty at 12% lifesteal, easing the need to get a big ticket lifesteal item until after you finish PD (when I do play bot, I frequently feel like I need to go 2-3 dblades or get a vamp scepter before finishing PD just for the sustain, but @ 12% lifesteal on a blade + IE, shit, that seems good enough until you get PD finished). You gotta be comfy last hitting without those AD Quints though.
With Doublift/Chaox advocating AD reds, last hitting won't be a problem. You basically can go dblade boots IE PD/LW on any carry now with no concern of sustain.
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Haven't had a chance to get on yet, how do the TF changes feel? Range enough? PAC not as screwy now?
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Kennen / Vlad / Rumble / Morganna gonna be so dumb with those spell vamp quints.
ranged AD "innate" sustain just doubled at the start of the game...
Gold and HP% quints are straight up awful
hybrid quints might be useful on yorick, but ultimately I will probably stick with my 25 arpen in most situations
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So they added in the winter map but took out the autumn map . We voted for the autumn map over the winter map for a reason riot .
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Where were these hybrid penetration runes when Kayle was so big...
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Did draft mode normals vanish for anyone else? I don't have them as an option anymore
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Did they change the mana potions and health potions to eggnog and cider? I can't wait to play ghost nocturne on the winter map and run around behing all camifloged in the snow.
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