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Same rules apply, per usual. Please use the appropriate threads (QQ, Brag, Champion, etc) whenever appropriate. Keep the resident Banling content.
Thanks. Happy Gaming. |
On February 21 2012 08:51 overt wrote:Show nested quote +On February 21 2012 08:50 wussleeQ wrote:On February 21 2012 07:44 gtrsrs wrote:On February 21 2012 07:37 wussleeQ wrote:On February 21 2012 07:27 gtrsrs wrote:i just win a bunch of tournaments, and the prize is always XRP + next champ bundle free so i keep up okay  got any spare ryze skins?  just curious is that a code or do they just award it to the winner's accounts? what barbsq said, they are only credited to the 5 players that are on the winning team in the final round of a tournament i'm willing to work out a deal to get you into a roster in a tournament though  always open to business opportunities that'd be cool. just curious, what exactly do you mean by business opportunities though? You pay him a fair fee and he adds you to his team's roster. You get skin when/if they win tourney npnp. ohh.. that might explain how i've been seeing that skin on some really bad players lately. that or they just got into an easy tournament. the only tournament i've been able to enter involved everyone getting stomped by curse lol
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there are plenty of easy tournaments
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On February 21 2012 09:01 UniversalSnip wrote: there are plenty of easy tournaments What are these easy tournaments?
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i will let anyone join my roster for free to compete with gtrsrs's team in any tourney he enters
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On February 21 2012 09:00 wussleeQ wrote:Show nested quote +On February 21 2012 08:51 overt wrote:On February 21 2012 08:50 wussleeQ wrote:On February 21 2012 07:44 gtrsrs wrote:On February 21 2012 07:37 wussleeQ wrote:On February 21 2012 07:27 gtrsrs wrote:i just win a bunch of tournaments, and the prize is always XRP + next champ bundle free so i keep up okay  got any spare ryze skins?  just curious is that a code or do they just award it to the winner's accounts? what barbsq said, they are only credited to the 5 players that are on the winning team in the final round of a tournament i'm willing to work out a deal to get you into a roster in a tournament though  always open to business opportunities that'd be cool. just curious, what exactly do you mean by business opportunities though? You pay him a fair fee and he adds you to his team's roster. You get skin when/if they win tourney npnp. ohh.. that might explain how i've been seeing that skin on some really bad players lately. that or they just got into an easy tournament. the only tournament i've been able to enter involved everyone getting stomped by curse lol
My school has an organized gaming club -> they put on a 24 hr LAN -> convince them to hold a LoL tournament -> get it riot sponsored -> win tournament -> ryze skin.
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A bit late but something to keep in mind for Two_Downs Critrune suggestion: The pseudorng mechanic while not exactly known how it work serves to devalue low Crit values - it keeps them from working right when they are the most valuable: after a crit. Taking advantage of Crit unpredictability can certainly work. But crit only functions "on-value" (aka worth thegold/slot) from the midgame on since it´s a enhancing stat, not sanctioned PvP gambling.
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The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels.
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On February 21 2012 09:01 UniversalSnip wrote: there are plenty of easy tournaments
We barely have any in Australia, the only thats actually gone done was when our national team(that nearly beat CLG NA) turned up to, you could join as a team but if you didn't have 5 you got assigned random players... Turned into a battle of who could feed off the level 8 guys the most to win -.-
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So after watching a scrim I forget where a team had AP kog mid, I decided to try it out since I usually pick Kog for ad carry. Maxing R>E>Q>W, slow them with E and then pew pew them down with R. It was shocking how much damage I could dish out. I run with him cleanse instead of ignite since I rarely get near them anyway, and it seems to scale well into late game. Would there be any reasons not to run AP kog mid? Seems overlooked to me,. not to mention it's fun as hell to R people to their deaths
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United States47024 Posts
On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time.
It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there.
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On February 21 2012 10:12 TheYango wrote:Show nested quote +On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there.
If you're basing your play around a 1% crit, your play style sucks.
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On February 21 2012 10:21 wei2coolman wrote:Show nested quote +On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. he gave you a good explenation why it does not suck though
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On February 21 2012 10:10 spacemonkey4eve wrote: So after watching a scrim I forget where a team had AP kog mid, I decided to try it out since I usually pick Kog for ad carry. Maxing R>E>Q>W, slow them with E and then pew pew them down with R. It was shocking how much damage I could dish out. I run with him cleanse instead of ignite since I rarely get near them anyway, and it seems to scale well into late game. Would there be any reasons not to run AP kog mid? Seems overlooked to me,. not to mention it's fun as hell to R people to their deaths
My brother's been playing AP Kog since release and yes it's pretty crazy. The downside to AP Kog compared other casters: No escapes, no hard CC, low burst, Q is very close range and thus unreliable However, you have poke comparable to or better than Xerath's, crazy low cooldowns and pretty crazy damage. W actually becomes useful later too, and you start melting tanks even without building dps. 10% of max health per hit and a free 30% aspd steroid is not to be ignored.
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On February 21 2012 10:25 clickrush wrote:Show nested quote +On February 21 2012 10:21 wei2coolman wrote:On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. he gave you a good explenation why it does not suck though His explaination pretty much said, "if i get a lucky 1% crit I can snow ball from there"
I said his play style preference to hittign 1% sucked. I just said number support Flat AD over 1% crit.
I just think the overall numbers support flat AD, over crit. Stronger overall strength vs lucky burst in strength.
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On February 21 2012 10:21 wei2coolman wrote:Show nested quote +On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. Its more about options. It creates a possibility that doesnt exist otherwise. You dont need to play any differently, but once it DOES happen...
And your looking at a trade off of about 1 ad no matter what rune you give up. You DO do more damage overall by taking a crit rune because 1 crit means 100% more damage, plus the percentage bonus. Thats more damage than you get with an ad red or an armpen red.
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On February 21 2012 10:29 Two_DoWn wrote:Show nested quote +On February 21 2012 10:21 wei2coolman wrote:On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. Its more about options. It creates a possibility that doesnt exist otherwise. You dont need to play any differently, but once it DOES happen... And your looking at a trade off of about 1 ad no matter what rune you give up. You DO do more damage overall by taking a crit rune because 1 crit means 100% more damage, plus the percentage bonus. Thats more damage than you get with an ad red or an armpen red. Ideally its around 100 attacks to proc the extra 100% damage, vs 55attacks (starting AD of most carries, or somewhere around here i believe) to create 100% dmg.
I don't see the cost effeciency here? Yes, you'll do more damage in a lucky engagement in which your attack does proc. however your overall effeciency is significantly lower at all other points in the game/s.
Not to mention, crit chance only pays for itself when you do crit. vs AD runes are always constantly paying for itself.
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god not this crit business again It's a really quite inconsequential difference. Do you value slightly higher consistent damage that might pay off over a long enough time period, or a very, very miniscule chance of completely swinging a fight?
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Thank god Dyrus's Mantheon Guide is horribad.
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On February 21 2012 10:36 wei2coolman wrote:Show nested quote +On February 21 2012 10:29 Two_DoWn wrote:On February 21 2012 10:21 wei2coolman wrote:On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. Its more about options. It creates a possibility that doesnt exist otherwise. You dont need to play any differently, but once it DOES happen... And your looking at a trade off of about 1 ad no matter what rune you give up. You DO do more damage overall by taking a crit rune because 1 crit means 100% more damage, plus the percentage bonus. Thats more damage than you get with an ad red or an armpen red. Ideally its around 100 attacks to proc the extra 100% damage, vs 55attacks (starting AD of most carries, or somewhere around here i believe) to create 100% dmg. I don't see the cost effeciency here? Yes, you'll do more damage in a lucky engagement in which your attack does proc. however your overall effeciency is significantly lower at all other points in the game/s. Not to mention, crit chance only pays for itself when you do crit. vs AD runes are always constantly paying for itself.
You might want to rethink how you define "significantly".
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On February 21 2012 10:29 wei2coolman wrote:Show nested quote +On February 21 2012 10:25 clickrush wrote:On February 21 2012 10:21 wei2coolman wrote:On February 21 2012 10:12 TheYango wrote:On February 21 2012 10:03 wei2coolman wrote: The question of crit runes has to do with damage overall. If you have 1% crit, your overall increased dmg is 100%(crit dmg) x 1%, so effectively you're only increasing your overall damage by 1%, with a crit rune. That means 1% crit chance rune will increase dmg by 1% while AD red, would increase your overall dmg by more than 1% for like the first 6 levels. Taking crit runes isn't about the overall damage output. It's about getting a crit at the right time and potentially getting a kill/winning the lane because it happened at the right time. It's a gamble, but the idea is that the cost of the gamble is pretty negligible, and the reward for the gamble the times when it happens is comparatively large. You're probably never going to lose a game based on doing 1 less damage per attack, but it's certainly possible to win a game based on a lucky crit getting you a kill and then snowballing the lane/game from there. If you're basing your play around a 1% crit, your play style sucks. he gave you a good explenation why it does not suck though His explaination pretty much said, "if i get a lucky 1% crit I can snow ball from there" I said his play style preference to hittign 1% sucked. I just said number support Flat AD over 1% crit. I just think the overall numbers support flat AD, over crit. Stronger overall strength vs lucky burst in strength.
No one bases their play style around getting a crit if they get just one crit rune. Just like no one bases their play style around criting back when there was a 4% crit mastery.
You're trading 1 AD or 1.7 ArmPen for the chance of getting a crit. In bot lane landing a crit at level 1-3 forces your opponent to pop a potion. Landing it in a trade at early levels will win you the trade. Landing it during a gank will ensure kills. And it's not as easy as "flat AD is better cause of the math," for two reasons.
First, Riot hasn't released their algorithm for RNG so we have no way of knowing just how good 1% is. I know that when 4% existed I felt like I critted a lot more than 4% of the time. Second, you aren't going to attack your opponent enough times equally for every game. 1 AD means that for the average champion you'd need to attack an enemy champion something like 55 times and get no crit for it to be better to have that 1 extra AD. A single crit in the middle of 55 autos makes that 1% crit rune better. And frankly I don't think I come close to autoing an enemy champion 55 times in the first few levels.
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