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[Patch 1.0.0.145: Rengar] General Discussion - Page 123

Forum Index > LoL General
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phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2012-08-23 16:45:18
August 23 2012 16:44 GMT
#2441
Pulling this from the corki true damage discussion awhile back.

On August 23 2012 21:36 Sufficiency wrote:
Show nested quote +
On August 23 2012 21:30 Zhiroo wrote:
On August 23 2012 21:20 kongoline wrote:
On August 23 2012 21:07 Zhiroo wrote:
Is it that huge of a change? I've never noticed it myself.

its big, corki has no steroids and scaled into late game only with critics thx to his passive , sheen/trinity wont add true dmg anymore so its even bigger of a nerf to his mid game, also lets not forget 6 extra seconds on his escape. I dont know why they are nerfing him so hard he wasnt THE best AD at the first place and they just trashed him while leaving graves,ez almost untouched :<


Well that sucks. Guess it's time to buy Ezrael or Graves... I wish they'd just buff the other AD carries instead of nerfing the most played ones.


Corki's passive not working on crit is probably fair imo. Caitlyn's passive does not work on crits either.


It was a long long time ago but when me and Monte tested Caitlyn her passive actually gave her *more* damage on crits than we expected. It wasn't a huge advantage but it was very real. Riot may have ninja fix'd it by now, or not.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2012-08-23 16:54:26
August 23 2012 16:47 GMT
#2442
On August 24 2012 01:01 TheYango wrote:
Show nested quote +
On August 24 2012 00:55 Bladeorade wrote:
I have to disagree. It is a ranged nuke that slows and perhaps is best for people that have no gap closer, but against anyone with a gap closer I feel you are better off with Q max for Q emp Q and using E for sticking to them not for poking.

E scales cooldown. When your trading power is heavily centered around the scenario where you have 4-5 Ferocity, scaling CDs which increase the frequency of having 4-5 Ferocity is more important than a token amount of extra damage on Q.

Though TBH, even in lane, it might be better to max W for insta-clearing power. That and a 60 armor/MR steroid also wrecks trades, particularly on people that have to commit to it.


The advantage of W max isn't just the tankiness and wave clear, but that both your damage and defense are invested in the same ability. If you max anything else first you have to choose between damage and defense, weakening your trades. That W is also magic damage helps because it prevents your opponent from simply grabbing armor to counter you.

On August 24 2012 01:44 phyvo wrote:
Pulling this from the corki true damage discussion awhile back.

Show nested quote +
On August 23 2012 21:36 Sufficiency wrote:
On August 23 2012 21:30 Zhiroo wrote:
On August 23 2012 21:20 kongoline wrote:
On August 23 2012 21:07 Zhiroo wrote:
Is it that huge of a change? I've never noticed it myself.

its big, corki has no steroids and scaled into late game only with critics thx to his passive , sheen/trinity wont add true dmg anymore so its even bigger of a nerf to his mid game, also lets not forget 6 extra seconds on his escape. I dont know why they are nerfing him so hard he wasnt THE best AD at the first place and they just trashed him while leaving graves,ez almost untouched :<


Well that sucks. Guess it's time to buy Ezrael or Graves... I wish they'd just buff the other AD carries instead of nerfing the most played ones.


Corki's passive not working on crit is probably fair imo. Caitlyn's passive does not work on crits either.


It was a long long time ago but when me and Monte tested Caitlyn her passive actually gave her *more* damage on crits than we expected. It wasn't a huge advantage but it was very real. Riot may have ninja fix'd it by now, or not.


The oddity is that Caitlyn's passive will do more damage on a crit, but only if you have extra crit damage. So if you have Infinity Edge a Headshot will add 62.5% bonus damage on a crit rather than 50%. It's interesting and odd but not particularly significant.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Feartheguru
Profile Joined August 2011
Canada1334 Posts
August 23 2012 17:00 GMT
#2443
On August 24 2012 01:47 Seuss wrote:
Show nested quote +
On August 24 2012 01:01 TheYango wrote:
On August 24 2012 00:55 Bladeorade wrote:
I have to disagree. It is a ranged nuke that slows and perhaps is best for people that have no gap closer, but against anyone with a gap closer I feel you are better off with Q max for Q emp Q and using E for sticking to them not for poking.

E scales cooldown. When your trading power is heavily centered around the scenario where you have 4-5 Ferocity, scaling CDs which increase the frequency of having 4-5 Ferocity is more important than a token amount of extra damage on Q.

Though TBH, even in lane, it might be better to max W for insta-clearing power. That and a 60 armor/MR steroid also wrecks trades, particularly on people that have to commit to it.


The advantage of W max isn't just the tankiness and wave clear, but that both your damage and defense are invested in the same ability. If you max anything else first you have to choose between damage and defense, weakening your trades. That W is also magic damage helps because it prevents your opponent from simply grabbing armor to counter you.

Show nested quote +
On August 24 2012 01:44 phyvo wrote:
Pulling this from the corki true damage discussion awhile back.

On August 23 2012 21:36 Sufficiency wrote:
On August 23 2012 21:30 Zhiroo wrote:
On August 23 2012 21:20 kongoline wrote:
On August 23 2012 21:07 Zhiroo wrote:
Is it that huge of a change? I've never noticed it myself.

its big, corki has no steroids and scaled into late game only with critics thx to his passive , sheen/trinity wont add true dmg anymore so its even bigger of a nerf to his mid game, also lets not forget 6 extra seconds on his escape. I dont know why they are nerfing him so hard he wasnt THE best AD at the first place and they just trashed him while leaving graves,ez almost untouched :<


Well that sucks. Guess it's time to buy Ezrael or Graves... I wish they'd just buff the other AD carries instead of nerfing the most played ones.


Corki's passive not working on crit is probably fair imo. Caitlyn's passive does not work on crits either.


It was a long long time ago but when me and Monte tested Caitlyn her passive actually gave her *more* damage on crits than we expected. It wasn't a huge advantage but it was very real. Riot may have ninja fix'd it by now, or not.


The oddity is that Caitlyn's passive will do more damage on a crit, but only if you have extra crit damage. So if you have Infinity Edge a Headshot will add 62.5% bonus damage on a crit rather than 50%. It's interesting and odd but not particularly significant.


I can't even imagine how they could have coded it to come to that unintended result.
Don't sweat the petty stuff, don't pet the sweaty stuff.
Vaporized
Profile Joined July 2010
United States1471 Posts
August 23 2012 17:07 GMT
#2444
emp q + regular q is crazy burst, and the attack speed bonuses stack. emp q adds 150% ad damage to your q which already scales 1.0 ad. you clear the jungle camps fast enough and when you go to gank you need a minimal amount of laner help to get a kill. w defensive bonuses do not stack and the health % returned doesnt scale with additional ranks.

i could see maxing w first in lane maybe for stronger trades, but in the jungle i will stick with q first.

there is not one 'right' way to play any champ. if w first works for you, then great. q first works for me.

EquilasH
Profile Joined April 2009
Denmark2142 Posts
August 23 2012 17:09 GMT
#2445
I thought it was 2.5 bonus AD scaling? 2.5 total AD scaling would be absolutely insane o.O
wat
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 23 2012 17:10 GMT
#2446
On August 23 2012 22:36 sylverfyre wrote:
Show nested quote +
On August 23 2012 08:24 arb wrote:
On August 23 2012 08:11 ninjakingcola wrote:
On August 23 2012 08:00 Wolfstan wrote:
Barbsq:
I was more talking about how riot should encourage more interaction between laners than what champion gets chosen during picks/bans. I know there should be a certain level of excitement at character select screen as counters get chosen and comps take shape, but the majority of advantage should be gained in-game.

http://solomid.net/guides.php?g=16914

This is a guide that riot should strive to have for at least a dozen top laners, approaching the lane with a day9 coined "mid-game plan". Depending on the opponent you will have goals, build adjustments, timings whether in items or levels, just general in-game counterplay that can be applied. Also to note is many Riven lanes have "defining moments" where you won or lost a lane just like a starcraft game, I have never had a lane loss where I felt like better play from myself wouldn't have made a difference.

I cringe when an approach to a matchup is:
"cry, you were counterpicked, hope you like farming under tower"(Yorick is worst for this) or
"take a nap, avoid ganks and enjoy going into teamfights 6/0.

I want:
"you have advantage till lvl 9, where trades start to go into his favor"
"shove and roam, they have terrible wave clearing"
"you advantage diminishes as they get armor"
"then lane is heavily influenced by <insert skillshot>"
"trade down, shove the lane, and use your lvl 6 to finish as you ding your ultimate 3 mobs before him"



Aww man, you linked to the guide I use for Riven, now everyone's gonna know how to beat her


I've always wondered why does rivens thing say this : Riven's abilities charge her blade, causing her basic attacks to deal 5/15/25/35/45/55/65/75/85/95/105/115/125/135/145/155/165/175 (+100% of bonus attack damage) bonus physical damage. Riven's blade may be charged up to 3 times and expends one charge per attack.

when in game its clearly not anywhere near that high?

Because it isn't that high.

(Innate): Riven's abilities charge her blade, causing her to do 5 / 7 / 9 / 11 / 13 / 15 (+0.5 per bonus attack damage) bonus physical damage on her next autoattack. Riven can store up to 3 charges, and will only expend one at a time.

http://leagueoflegends.wikia.com/wiki/Riven

Solomid.net's guides seem to NEVER have accurate ability info. (that's not even an issue of updating the info, it was NEVER that high.)

I know its not that high but i see that on like every guide, cause that'd be kinda broken if it was like that lol
Artillery spawned from the forges of Hell
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
August 23 2012 17:10 GMT
#2447
On August 24 2012 02:07 Vaporized wrote:
emp q + regular q is crazy burst, and the attack speed bonuses stack. emp q adds 150% ad damage to your q which already scales 1.0 ad. you clear the jungle camps fast enough and when you go to gank you need a minimal amount of laner help to get a kill. w defensive bonuses do not stack and the health % returned doesnt scale with additional ranks.

i could see maxing w first in lane maybe for stronger trades, but in the jungle i will stick with q first.

there is not one 'right' way to play any champ. if w first works for you, then great. q first works for me.



"There's no right way to play a champion." ?????? Yes there is, what? Why would you succumb to sub-par performance because "something fits you" better? That's the logic of someone that doesn't care about being good or improving.
Patience is a small price to pay for perfection.
EquilasH
Profile Joined April 2009
Denmark2142 Posts
August 23 2012 17:12 GMT
#2448
Wait, you play League, LS?

I like your stream when I stumble upon it sometimes btw - keep up the good work
wat
Vaporized
Profile Joined July 2010
United States1471 Posts
August 23 2012 17:16 GMT
#2449
On August 24 2012 02:09 EquilasH wrote:
I thought it was 2.5 bonus AD scaling? 2.5 total AD scaling would be absolutely insane o.O

im pretty sure the emp q does total ad, around midgame it was adding 250 to my attack, and that seems like about 1.5 of my total ad. not 100% sure on that. it is insane damage tho. rengar has crazy single target burst pretty much through the whole game.

arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 23 2012 17:17 GMT
#2450
On August 24 2012 02:16 Vaporized wrote:
Show nested quote +
On August 24 2012 02:09 EquilasH wrote:
I thought it was 2.5 bonus AD scaling? 2.5 total AD scaling would be absolutely insane o.O

im pretty sure the emp q does total ad, around midgame it was adding 250 to my attack, and that seems like about 1.5 of my total ad. not 100% sure on that. it is insane damage tho. rengar has crazy single target burst pretty much through the whole game.



I think we're talking about rengar
Empowered Damage: 30 / 55 / 80 / 105 / 130 (+2.5 per attack damage) for Q
Artillery spawned from the forges of Hell
iCanada
Profile Joined August 2010
Canada10660 Posts
August 23 2012 17:24 GMT
#2451
On August 24 2012 02:10 lastshadow wrote:
Show nested quote +
On August 24 2012 02:07 Vaporized wrote:
emp q + regular q is crazy burst, and the attack speed bonuses stack. emp q adds 150% ad damage to your q which already scales 1.0 ad. you clear the jungle camps fast enough and when you go to gank you need a minimal amount of laner help to get a kill. w defensive bonuses do not stack and the health % returned doesnt scale with additional ranks.

i could see maxing w first in lane maybe for stronger trades, but in the jungle i will stick with q first.

there is not one 'right' way to play any champ. if w first works for you, then great. q first works for me.



"There's no right way to play a champion." ?????? Yes there is, what? Why would you succumb to sub-par performance because "something fits you" better? That's the logic of someone that doesn't care about being good or improving.


Because Clippity Cloppity man, every jungler should just always rush offensive items and be less tanky than the AD carry.
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
August 23 2012 17:25 GMT
#2452
On August 24 2012 02:12 EquilasH wrote:
Wait, you play League, LS?

I like your stream when I stumble upon it sometimes btw - keep up the good work


I started 3weeks ago, but there's the luxury of living in MVP LoL house + they all help me a lot, so I'm really grateful for my situation in started up like this lol.

I play on kr, if you have it you can play with me o.o
Patience is a small price to pay for perfection.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 23 2012 17:27 GMT
#2453
On August 24 2012 02:24 iCanada wrote:
Show nested quote +
On August 24 2012 02:10 lastshadow wrote:
On August 24 2012 02:07 Vaporized wrote:
emp q + regular q is crazy burst, and the attack speed bonuses stack. emp q adds 150% ad damage to your q which already scales 1.0 ad. you clear the jungle camps fast enough and when you go to gank you need a minimal amount of laner help to get a kill. w defensive bonuses do not stack and the health % returned doesnt scale with additional ranks.

i could see maxing w first in lane maybe for stronger trades, but in the jungle i will stick with q first.

there is not one 'right' way to play any champ. if w first works for you, then great. q first works for me.



"There's no right way to play a champion." ?????? Yes there is, what? Why would you succumb to sub-par performance because "something fits you" better? That's the logic of someone that doesn't care about being good or improving.


Because Clippity Cloppity man, every jungler should just always rush offensive items and be less tanky than the AD carry.

Well it is fun to troll with builds like that sometimes. Like i usually go wriggles wits ionic zekes on Warwick when i play him. I think that builds got some kind of merit tho cause i always do pretty amazing
Artillery spawned from the forges of Hell
Seuss
Profile Blog Joined May 2010
United States10536 Posts
August 23 2012 17:27 GMT
#2454
On August 24 2012 02:00 Feartheguru wrote:
Show nested quote +
On August 24 2012 01:47 Seuss wrote:
On August 24 2012 01:01 TheYango wrote:
On August 24 2012 00:55 Bladeorade wrote:
I have to disagree. It is a ranged nuke that slows and perhaps is best for people that have no gap closer, but against anyone with a gap closer I feel you are better off with Q max for Q emp Q and using E for sticking to them not for poking.

E scales cooldown. When your trading power is heavily centered around the scenario where you have 4-5 Ferocity, scaling CDs which increase the frequency of having 4-5 Ferocity is more important than a token amount of extra damage on Q.

Though TBH, even in lane, it might be better to max W for insta-clearing power. That and a 60 armor/MR steroid also wrecks trades, particularly on people that have to commit to it.


The advantage of W max isn't just the tankiness and wave clear, but that both your damage and defense are invested in the same ability. If you max anything else first you have to choose between damage and defense, weakening your trades. That W is also magic damage helps because it prevents your opponent from simply grabbing armor to counter you.

On August 24 2012 01:44 phyvo wrote:
Pulling this from the corki true damage discussion awhile back.

On August 23 2012 21:36 Sufficiency wrote:
On August 23 2012 21:30 Zhiroo wrote:
On August 23 2012 21:20 kongoline wrote:
On August 23 2012 21:07 Zhiroo wrote:
Is it that huge of a change? I've never noticed it myself.

its big, corki has no steroids and scaled into late game only with critics thx to his passive , sheen/trinity wont add true dmg anymore so its even bigger of a nerf to his mid game, also lets not forget 6 extra seconds on his escape. I dont know why they are nerfing him so hard he wasnt THE best AD at the first place and they just trashed him while leaving graves,ez almost untouched :<


Well that sucks. Guess it's time to buy Ezrael or Graves... I wish they'd just buff the other AD carries instead of nerfing the most played ones.


Corki's passive not working on crit is probably fair imo. Caitlyn's passive does not work on crits either.


It was a long long time ago but when me and Monte tested Caitlyn her passive actually gave her *more* damage on crits than we expected. It wasn't a huge advantage but it was very real. Riot may have ninja fix'd it by now, or not.


The oddity is that Caitlyn's passive will do more damage on a crit, but only if you have extra crit damage. So if you have Infinity Edge a Headshot will add 62.5% bonus damage on a crit rather than 50%. It's interesting and odd but not particularly significant.


I can't even imagine how they could have coded it to come to that unintended result.


It's unintuitive, but the equation that's used for calculating a Critical Strike's damage must look something like:

Total Damage = Base Damage * Base Crit Modifier * (1 + Crit Damage Modifier / 2)

So with Infinity Edge it looks like:

Total Damage = Base Damage * 2 * (1 + 50% / 2)
Total Damage = Base Damage * 2 * (1 + 25%)
Total Damage = Base Damage * 2 * 1.25
Total Damage = Base Damage * 2.5

Caitlyn's Headshot fits into the equation like so.

Total Damage = (Base Damage * 2 + Headshot Bonus) * 1.25
Total Damage = (Base Damage * 2 + 50%) * 1.25
Total Damage = (Base Damage * 2.5 + 62.5%)

It's weird, but that's how one can make sense of it.

On August 24 2012 02:07 Vaporized wrote:
emp q + regular q is crazy burst, and the attack speed bonuses stack. emp q adds 150% ad damage to your q which already scales 1.0 ad. you clear the jungle camps fast enough and when you go to gank you need a minimal amount of laner help to get a kill. w defensive bonuses do not stack and the health % returned doesnt scale with additional ranks.

i could see maxing w first in lane maybe for stronger trades, but in the jungle i will stick with q first.

there is not one 'right' way to play any champ. if w first works for you, then great. q first works for me.



You get 2.5 AD scaling on empowered Q whether it's rank 1 or rank 5. All you're getting out of investing in Q is little extra damage and attack speed. W you can actually AoE clear the small camps, chain Ws together for higher uptime on your defenses, tower dive, and sustain yourself in the jungle.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
seanisgrand
Profile Blog Joined December 2009
United States1039 Posts
August 23 2012 17:27 GMT
#2455
Maxing W in jungle seems to me to be the better idea. Improved ferocity regeneration, improved resists, improved CD, improved camp clearing, quicker sustain.

Just my humble opinion.
This is well below quality expected of a post in any forum. -Empyrean
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-08-23 17:36:09
August 23 2012 17:30 GMT
#2456
I don't see how anyone can feel that Q max is good at all. 25 damage and 5% attack speed for 3 seconds per rank is really shitty scaling when you compare it to all comparable abilities.

1 sec CD/45 damage/10 armor+mr and 1 sec CD/45 damage/5% slow are pretty normal per-rank scaling
Moderator
Chiharu Harukaze
Profile Joined September 2011
12112 Posts
August 23 2012 17:30 GMT
#2457
On August 24 2012 02:27 Seuss wrote:
Show nested quote +
On August 24 2012 02:00 Feartheguru wrote:
On August 24 2012 01:47 Seuss wrote:
On August 24 2012 01:01 TheYango wrote:
On August 24 2012 00:55 Bladeorade wrote:
I have to disagree. It is a ranged nuke that slows and perhaps is best for people that have no gap closer, but against anyone with a gap closer I feel you are better off with Q max for Q emp Q and using E for sticking to them not for poking.

E scales cooldown. When your trading power is heavily centered around the scenario where you have 4-5 Ferocity, scaling CDs which increase the frequency of having 4-5 Ferocity is more important than a token amount of extra damage on Q.

Though TBH, even in lane, it might be better to max W for insta-clearing power. That and a 60 armor/MR steroid also wrecks trades, particularly on people that have to commit to it.


The advantage of W max isn't just the tankiness and wave clear, but that both your damage and defense are invested in the same ability. If you max anything else first you have to choose between damage and defense, weakening your trades. That W is also magic damage helps because it prevents your opponent from simply grabbing armor to counter you.

On August 24 2012 01:44 phyvo wrote:
Pulling this from the corki true damage discussion awhile back.

On August 23 2012 21:36 Sufficiency wrote:
On August 23 2012 21:30 Zhiroo wrote:
On August 23 2012 21:20 kongoline wrote:
On August 23 2012 21:07 Zhiroo wrote:
Is it that huge of a change? I've never noticed it myself.

its big, corki has no steroids and scaled into late game only with critics thx to his passive , sheen/trinity wont add true dmg anymore so its even bigger of a nerf to his mid game, also lets not forget 6 extra seconds on his escape. I dont know why they are nerfing him so hard he wasnt THE best AD at the first place and they just trashed him while leaving graves,ez almost untouched :<


Well that sucks. Guess it's time to buy Ezrael or Graves... I wish they'd just buff the other AD carries instead of nerfing the most played ones.


Corki's passive not working on crit is probably fair imo. Caitlyn's passive does not work on crits either.


It was a long long time ago but when me and Monte tested Caitlyn her passive actually gave her *more* damage on crits than we expected. It wasn't a huge advantage but it was very real. Riot may have ninja fix'd it by now, or not.


The oddity is that Caitlyn's passive will do more damage on a crit, but only if you have extra crit damage. So if you have Infinity Edge a Headshot will add 62.5% bonus damage on a crit rather than 50%. It's interesting and odd but not particularly significant.


I can't even imagine how they could have coded it to come to that unintended result.


It's unintuitive, but the equation that's used for calculating a Critical Strike's damage must look something like:

Total Damage = Base Damage * Base Crit Modifier * (1 + Crit Damage Modifier / 2)

So with Infinity Edge it looks like:

Total Damage = Base Damage * 2 * (1 + 50% / 2)
Total Damage = Base Damage * 2 * (1 + 25%)
Total Damage = Base Damage * 2 * 1.25
Total Damage = Base Damage * 2.5

Caitlyn's Headshot fits into the equation like so.

Total Damage = (Base Damage * 2 + Headshot Bonus) * 1.25
Total Damage = (Base Damage * 2 + 50%) * 1.25
Total Damage = (Base Damage * 2.5 + 62.5%)

It's weird, but that's how one can make sense of it.

Something like this. Vayne's Tumble adds on to the base damage before crit scaling too. I'm just surprised Corki passive seems to be as well since I thought it added the passive calculation at the end.
It's like, "Is the Federation's Mobile Suit some kind of monster?"
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
August 23 2012 17:35 GMT
#2458
haha the irony. Moonbear complains that reddit talks about the free skin thing and not his tournament analysis and basically calls their content shitty, we then proceed to have several pages of discussion about the skin and have had none about his analysis.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2012-08-23 17:48:42
August 23 2012 17:40 GMT
#2459
On August 24 2012 02:27 seanisgrand wrote:
Maxing W in jungle seems to me to be the better idea. Improved ferocity regeneration, improved resists, improved CD, improved camp clearing, quicker sustain.

Just my humble opinion.


It is better. Especially in the jungle, it does more damage per level AND hits every creep in the camp. It isn't even close the difference in speed comparing W max to Q max in the jungle.

Only way leveling Q is better is is you hitting Q three times for every W... which is literally impossible in the jungle, and after level 2 of W it is impossible in lane too just based on the cooldowns of the two.

Not saying that Q isn't good, but I'd much rather use a level 5 W-> lv1 QeQ(255m+(60+(3.5ad))p) than lv1 W->lv5QeQ(75m+(260+(3.5ad))p). The damage you deal is like identical either way just with W max you do half magic damage and half physical damage making it harder to itemize against you in lane, and gives you a stupid amount of free resists meaning you won the trade much harder.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
August 23 2012 17:43 GMT
#2460
On August 24 2012 02:35 UniversalSnip wrote:
haha the irony. Moonbear complains that reddit talks about the free skin thing and not his tournament analysis and basically calls their content shitty, we then proceed to have several pages of discussion about the skin and have had none about his analysis.


Maybe because we can comment in the actual TL thread?
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
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