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[Patch 1.0.0.153: Preseason Balance Update 1] GD - Page 30

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Louuster
Profile Joined November 2010
Canada2869 Posts
December 15 2012 17:36 GMT
#581
Doing good yourself is probably the best thing you can do to avoid people flaming. Theyre more likely to actually listen to you if youre also the guy carrying the team, rather than the 0-6 solo lane who keeps feeding their team lol.
Kim Taek Yong fighting~
Simberto
Profile Blog Joined July 2010
Germany11722 Posts
Last Edited: 2012-12-15 18:02:51
December 15 2012 18:01 GMT
#582
Well, that won't happen, i usually play support, or jungle, which means i get flamed when i kill stuff. But i am usually not the target of the flaming, it is mostly 2-3 people just bickering at each other all the time. No matter how hard you carry as a support, the only one who ever notices is your ADC, and they often think they were the ones who did all the work.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2012-12-15 18:11:36
December 15 2012 18:11 GMT
#583
So with the inclusion of AP on a lot of the new support items, is there a chance of seeing an influx of supports with better AP rations, such as Lux, Morgana or Ori?
RIP Ryan Davis / TL or Die / @onlywonderboy
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2012-12-15 18:25:15
December 15 2012 18:21 GMT
#584
I think DFG's actually a lot weaker now. It was way stronger before when it did 30+% health (or flat base) in damage.
Now it has a longer range, worse build path, less base damage, no scaling off AP, costs more, provides less gold in stats, and has damage amplification.

I don't think it's possible for the new DFG to provide more burst. Even assuming you 100-0 someone using the damage multiplication, the old DFG would have let you do the same thing since the bonus 20% damage can only apply on 85+% of your opponent's remaining life.

Even after the range got buffed on DFG, I find that I still get within 600 range before I fire off DFG just so I can get my other skills and ignite off. So DFG got nerfed in every meaningful way.

Now DFG is in a spot where it's not worthy of a first buy, and isn't vital on every AP. I'm definitely not going to build it as much. I tried getting chalice on Veigar yesterday with mana regen runes, and I found that pre level 9 I had enough mana to constantly spam Q. Veigar's Q doesn't cost very much, or have a shorter cooldown until higher levels. I think I'll be going for chalice first in the future. The only problem is that Veigar can't push lanes so against anyone with a waveclear, I'd have been helpless to stop roaming. It's just an example, where, if I see my lane opponent is an Annie and also can't push, I'd consider picking Veigar, and not build DFG first. Veigar's Q passive gives too much free stats.

I think since for months deathcap was the goto first item on every AP, and most people even argued to go deathcap before DFG on Veigar in the Veigar thread, that there's a lot that this community doesn't know. Deathcap never got nerfed. But DFG and abyssal did.

Also it's really cool how a lot of items are no longer cost efficient in stats but provide a good active. DFG GA Mogs and shard of true ice being examples. I think this DoTA style is way better than just selling stats since it means that players have more chance of coming back if they use their items well.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2012-12-15 18:26:17
December 15 2012 18:25 GMT
#585
On December 16 2012 03:21 obesechicken13 wrote:
I think DFG's actually a lot weaker now. It was way stronger before when it did 30+% health (or flat base) in damage.
Now it has a longer range, worse build path, less base damage, no scaling off AP, costs more, provides less gold in stats, and has damage amplification.

I don't think it's possible for the new DFG to provide more burst. Even assuming you 100-0 someone using the damage multiplication, the old DFG would have let you do the same thing since the bonus 20% damage can only apply on 85+% of your opponent's remaining life.

Even after the range got buffed on DFG, I find that I still get within 600 range before I fire off DFG just so I can get my other skills and ignite off. So DFG got nerfed in every meaningful way.

Now DFG is in a spot where it's not worthy of a first buy, and isn't vital on every AP. I'm definitely not going to build it as much. I tried getting chalice on Veigar yesterday with mana regen runes, and I found that pre level 9 I had enough mana to constantly spam Q. Veigar's Q doesn't cost very much, or have a shorter cooldown until higher levels. I think I'll be going for chalice first in the future. The only problem is that Veigar can't push lanes so against anyone with a waveclear, I'd have been helpless to stop roaming. It's just an example, where, if I see my lane opponent is an Annie and also can't push, I'd consider picking Veigar, and not build DFG first. Veigar's Q passive gives too much free stats.

I think since for months deathcap was the goto first item on every AP, and most people even argued to go deathcap before DFG on Veigar in the Veigar thread, that there's a lot that this community doesn't know. Deathcap never got nerfed. But DFG and abyssal did.

I don't think being weaker than a broken iteration of the item is inherently bad. You won't buy it on every champ, but it is still incredibly strong on the ones who can utilize the damage amplification with quick burst spells. I think it serves it's purpose, but isn't a must buy on every champ (which I think is a good thing, if there's an item that every champ is going to rush or buy 2nd it is probably too strong)
RIP Ryan Davis / TL or Die / @onlywonderboy
Perplex
Profile Joined March 2011
United States1693 Posts
December 15 2012 18:47 GMT
#586
I just hate the new build path for DFG. I loved picking up a kage's and holding on to it until after dcap and maybe one other item, and then grabbing my lategame DFG. Now if I want the kage's gp5 I have to go morello's, but that's stupid because when I want late game CDR i'd rather have DFG in almost every case.
http://www.lolking.net/summoner/na/24238059
zer0das
Profile Blog Joined May 2007
United States8519 Posts
December 15 2012 19:01 GMT
#587
Anyone else think Kha'zix is ban worthy these days? I see him a lot at low elo, and people just have no idea how to play against him. And he's just really strong anyways.
NEOtheONE
Profile Joined September 2010
United States2233 Posts
December 15 2012 19:11 GMT
#588
The damage amplification is pretty ridiculous for champions like Vlad, Veigar, and Le Nuke (Blanc). DFG is back to where it should be, an item that's great on burst casters. And then we have Liandry's for sustain damage casters like Cassiopeia, Karthus, Anivia, and etc. I like having more itemization options.
Abstracts, the too long didn't read of the educated world.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2012-12-15 19:32:56
December 15 2012 19:32 GMT
#589
On December 16 2012 03:21 obesechicken13 wrote:
I think DFG's actually a lot weaker now. It was way stronger before when it did 30+% health (or flat base) in damage.
Now it has a longer range, worse build path, less base damage, no scaling off AP, costs more, provides less gold in stats, and has damage amplification.

I don't think it's possible for the new DFG to provide more burst. Even assuming you 100-0 someone using the damage multiplication, the old DFG would have let you do the same thing since the bonus 20% damage can only apply on 85+% of your opponent's remaining life.

+ Show Spoiler [Spoilered for brevity.] +
Even after the range got buffed on DFG, I find that I still get within 600 range before I fire off DFG just so I can get my other skills and ignite off. So DFG got nerfed in every meaningful way.

Now DFG is in a spot where it's not worthy of a first buy, and isn't vital on every AP. I'm definitely not going to build it as much. I tried getting chalice on Veigar yesterday with mana regen runes, and I found that pre level 9 I had enough mana to constantly spam Q. Veigar's Q doesn't cost very much, or have a shorter cooldown until higher levels. I think I'll be going for chalice first in the future. The only problem is that Veigar can't push lanes so against anyone with a waveclear, I'd have been helpless to stop roaming. It's just an example, where, if I see my lane opponent is an Annie and also can't push, I'd consider picking Veigar, and not build DFG first. Veigar's Q passive gives too much free stats.

I think since for months deathcap was the goto first item on every AP, and most people even argued to go deathcap before DFG on Veigar in the Veigar thread, that there's a lot that this community doesn't know. Deathcap never got nerfed. But DFG and abyssal did.

Also it's really cool how a lot of items are no longer cost efficient in stats but provide a good active. DFG GA Mogs and shard of true ice being examples. I think this DoTA style is way better than just selling stats since it means that players have more chance of coming back if they use their items well.


Actually, the new DFG outperforms the old one in all but the ideal scenario for old DFG.

+ Show Spoiler [Math and Words] +
Old DFG there were essentially only two variables which affected its raw damage, the opponent's current health and your AP. If you assume you always use it on a full health target then it's pretty easy to assess its damage potential.

Enemy Maximum Health * (15% + 5%/100 AP * Your AP) = Raw Damage

New DFG is slightly more complicated because its effectiveness is based on the base damage and AP ratios of all magic damage abilities and items you can cram into the four second amplification period, in addition to the target's maximum health.

Enemy Maximum Health * 15% + (Base Damage + Your AP * Ratios) * 20% = Raw Damage

However, we can simplify the comparison because both items share Enemy Maximum Health * 15%. The equations to solve are therefore:

Enemy Maximum Health * 5%/100 AP * Your AP = Old DFG
(Base Damage + Your AP * Ratios) * 20% = New DFG

Now we're obviously going to have to make a lot of assumptions here as we have a lot of unknown variables. For the sake of this argument let's assume a 3000 Health target and 400 AP (a number which came up earlier in the thread). That leaves Base Damage and Ratios to be determined. There are going to vary wildly from champion to champion, so it's hard to know exactly what to put there. However, in general the total damage potential of a single AP carry's rotation is around 3.0. Thus we can solve for the necessary base damage to match old DFG.

3000 * 5%/100 AP * 400 AP = (Base Damage + 400 AP * 3.0) * 20%
3000 * 20% = (Base Damage + 1200) * 20%
3000 = Base Damage + 1200
1800 = Base Damage

So against a tank that's actually a lot of base damage. Some AP carries have that much base damage (e.g. Syndra, Veigar, LeBlanc) but not all.

However, we've intentionally ignored some differences between the two iterations of DFG. For one, how often did carries use old DFG on tanks at full health? Generally such a use would be wasteful as the tanks were rarely the critical target that needed to be burst down. Second, old DFG was a part of Season 2, where Magic Resistance was more plentiful and Force of Nature existed. The environment surrounding new DFG is different and plays to its favor. Finally, new DFG amplifying any incidental or focused damage on a target, which can amount to a significant amount depending on team composition.

The post of new DFG is blatantly obvious when you look past a scenario where you attempt to solo burst a tank at full health. Targeting a squishy, a tank or bruiser whose already taken damage, or working alongside an ally with magic damage will all thrust new DFG way ahead. A Leona without any AP brings enough magic damage to account for almost all of that seemingly difficult to reach 1800 Base Damage value by herself. Even an enemy carry with 2000 Health only requires 800 Base Damage for new DFG to match the old, a number pretty much every respectable AP carry easily surpasses by themselves. It only becomes easier if your champion makes use of items such as Gunblade or Lich Bane.


In short, the only situation where new DFG is worse than old DFG is this really weird case where you want to solo burst down an enemy tank who is at full health. In every other situation new DFG is equal or better than old DFG, and is blatantly better for assassination.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Perplex
Profile Joined March 2011
United States1693 Posts
December 15 2012 19:33 GMT
#590
On December 16 2012 04:11 NEOtheONE wrote:
The damage amplification is pretty ridiculous for champions like Vlad, Veigar, and Le Nuke (Blanc). DFG is back to where it should be, an item that's great on burst casters. And then we have Liandry's for sustain damage casters like Cassiopeia, Karthus, Anivia, and etc. I like having more itemization options.


DFG is way better on cass than liandry's if you had to pick between the two though. R-> DFG -> guranteed Q -> EEEEEE + ignite will 100-0 someone without MR
http://www.lolking.net/summoner/na/24238059
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2012-12-15 19:36:21
December 15 2012 19:35 GMT
#591
On December 16 2012 04:32 Seuss wrote:
Show nested quote +
On December 16 2012 03:21 obesechicken13 wrote:
I think DFG's actually a lot weaker now. It was way stronger before when it did 30+% health (or flat base) in damage.
Now it has a longer range, worse build path, less base damage, no scaling off AP, costs more, provides less gold in stats, and has damage amplification.

I don't think it's possible for the new DFG to provide more burst. Even assuming you 100-0 someone using the damage multiplication, the old DFG would have let you do the same thing since the bonus 20% damage can only apply on 85+% of your opponent's remaining life.

+ Show Spoiler [Spoilered for brevity.] +
Even after the range got buffed on DFG, I find that I still get within 600 range before I fire off DFG just so I can get my other skills and ignite off. So DFG got nerfed in every meaningful way.

Now DFG is in a spot where it's not worthy of a first buy, and isn't vital on every AP. I'm definitely not going to build it as much. I tried getting chalice on Veigar yesterday with mana regen runes, and I found that pre level 9 I had enough mana to constantly spam Q. Veigar's Q doesn't cost very much, or have a shorter cooldown until higher levels. I think I'll be going for chalice first in the future. The only problem is that Veigar can't push lanes so against anyone with a waveclear, I'd have been helpless to stop roaming. It's just an example, where, if I see my lane opponent is an Annie and also can't push, I'd consider picking Veigar, and not build DFG first. Veigar's Q passive gives too much free stats.

I think since for months deathcap was the goto first item on every AP, and most people even argued to go deathcap before DFG on Veigar in the Veigar thread, that there's a lot that this community doesn't know. Deathcap never got nerfed. But DFG and abyssal did.

Also it's really cool how a lot of items are no longer cost efficient in stats but provide a good active. DFG GA Mogs and shard of true ice being examples. I think this DoTA style is way better than just selling stats since it means that players have more chance of coming back if they use their items well.


Actually, the new DFG outperforms the old one in all but the ideal scenario for old DFG.

+ Show Spoiler [Math and Words] +
Old DFG there were essentially only two variables which affected its raw damage, the opponent's current health and your AP. If you assume you always use it on a full health target then it's pretty easy to assess its damage potential.

Enemy Maximum Health * (15% + 5%/100 AP * Your AP) = Raw Damage

New DFG is slightly more complicated because its effectiveness is based on the base damage and AP ratios of all magic damage abilities and items you can cram into the four second amplification period, in addition to the target's maximum health.

Enemy Maximum Health * 15% + (Base Damage + Your AP * Ratios) * 20% = Raw Damage

However, we can simplify the comparison because both items share Enemy Maximum Health * 15%. The equations to solve are therefore:

Enemy Maximum Health * 5%/100 AP * Your AP = Old DFG
(Base Damage + Your AP * Ratios) * 20% = New DFG

Now we're obviously going to have to make a lot of assumptions here as we have a lot of unknown variables. For the sake of this argument let's assume a 3000 Health target and 400 AP (a number which came up earlier in the thread). That leaves Base Damage and Ratios to be determined. There are going to vary wildly from champion to champion, so it's hard to know exactly what to put there. However, in general the total damage potential of a single AP carry's rotation is around 3.0. Thus we can solve for the necessary base damage to match old DFG.

3000 * 5%/100 AP * 400 AP = (Base Damage + 400 AP * 3.0) * 20%
3000 * 20% = (Base Damage + 1200) * 20%
3000 = Base Damage + 1200
1800 = Base Damage

So against a tank that's actually a lot of base damage. Some AP carries have that much base damage (e.g. Syndra, Veigar, LeBlanc) but not all.

However, we've intentionally ignored some differences between the two iterations of DFG. For one, how often did carries use old DFG on tanks at full health? Generally such a use would be wasteful as the tanks were rarely the critical target that needed to be burst down. Second, old DFG was a part of Season 2, where Magic Resistance was more plentiful and Force of Nature existed. The environment surrounding new DFG is different and plays to its favor. Finally, new DFG amplifying any incidental or focused damage on a target, which can amount to a significant amount depending on team composition.

The post of new DFG is blatantly obvious when you look past a scenario where you attempt to solo burst a tank at full health. Targeting a squishy, a tank or bruiser whose already taken damage, or working alongside an ally with magic damage will all thrust new DFG way ahead. A Leona without any AP brings enough magic damage to account for almost all of that seemingly difficult to reach 1800 Base Damage value by herself. Even an enemy carry with 2000 Health only requires 800 Base Damage for new DFG to match the old, a number pretty much every respectable AP carry easily surpasses by themselves. It only becomes easier if your champion makes use of items such as Gunblade or Lich Bane.


In short, the only situation where new DFG is worse than old DFG is this really weird case where you want to solo burst down an enemy tank who is at full health. In every other situation new DFG is equal or better than old DFG, and is blatantly better for assassination.

I was talking about the old old DFG that provided 30% of an enemy's current health in damage with no AP.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
December 15 2012 19:58 GMT
#592
On December 16 2012 04:33 Perplex wrote:
Show nested quote +
On December 16 2012 04:11 NEOtheONE wrote:
The damage amplification is pretty ridiculous for champions like Vlad, Veigar, and Le Nuke (Blanc). DFG is back to where it should be, an item that's great on burst casters. And then we have Liandry's for sustain damage casters like Cassiopeia, Karthus, Anivia, and etc. I like having more itemization options.


DFG is way better on cass than liandry's if you had to pick between the two though. R-> DFG -> guranteed Q -> EEEEEE + ignite will 100-0 someone without MR


i still feel like the burn on liandry's is insignificant
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
December 15 2012 20:07 GMT
#593
Wait why did Nocturne just suddenly become pick / ban material? I was glancing at the TSM toruney picks and Noc is in every game....
Simberto
Profile Blog Joined July 2010
Germany11722 Posts
December 15 2012 20:08 GMT
#594
He appears to be pretty good in the new jungle. I don't know why exactly, but probably the combination of good single target + ok ae to clear everything, with built in sustain works better in the new jungle then in the old.
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
December 15 2012 20:08 GMT
#595
And the fact that he can easily gank even when everything is warded all to hell now.
3.
Keniji
Profile Blog Joined April 2008
Netherlands2569 Posts
December 15 2012 20:11 GMT
#596
On December 16 2012 05:08 Inschato wrote:
And the fact that he can easily gank even when everything is warded all to hell now.


Thats the main point i think. The huge nerf to oracle and the addition of sightstone makes it ridicolous hard to gank in competitive games. Nocturne doesn't care tho.
BlackPaladin
Profile Joined May 2010
United States9316 Posts
December 15 2012 20:18 GMT
#597
On December 16 2012 04:35 obesechicken13 wrote:
Show nested quote +
On December 16 2012 04:32 Seuss wrote:
On December 16 2012 03:21 obesechicken13 wrote:
I think DFG's actually a lot weaker now. It was way stronger before when it did 30+% health (or flat base) in damage.
Now it has a longer range, worse build path, less base damage, no scaling off AP, costs more, provides less gold in stats, and has damage amplification.

I don't think it's possible for the new DFG to provide more burst. Even assuming you 100-0 someone using the damage multiplication, the old DFG would have let you do the same thing since the bonus 20% damage can only apply on 85+% of your opponent's remaining life.

+ Show Spoiler [Spoilered for brevity.] +
Even after the range got buffed on DFG, I find that I still get within 600 range before I fire off DFG just so I can get my other skills and ignite off. So DFG got nerfed in every meaningful way.

Now DFG is in a spot where it's not worthy of a first buy, and isn't vital on every AP. I'm definitely not going to build it as much. I tried getting chalice on Veigar yesterday with mana regen runes, and I found that pre level 9 I had enough mana to constantly spam Q. Veigar's Q doesn't cost very much, or have a shorter cooldown until higher levels. I think I'll be going for chalice first in the future. The only problem is that Veigar can't push lanes so against anyone with a waveclear, I'd have been helpless to stop roaming. It's just an example, where, if I see my lane opponent is an Annie and also can't push, I'd consider picking Veigar, and not build DFG first. Veigar's Q passive gives too much free stats.

I think since for months deathcap was the goto first item on every AP, and most people even argued to go deathcap before DFG on Veigar in the Veigar thread, that there's a lot that this community doesn't know. Deathcap never got nerfed. But DFG and abyssal did.

Also it's really cool how a lot of items are no longer cost efficient in stats but provide a good active. DFG GA Mogs and shard of true ice being examples. I think this DoTA style is way better than just selling stats since it means that players have more chance of coming back if they use their items well.


Actually, the new DFG outperforms the old one in all but the ideal scenario for old DFG.

+ Show Spoiler [Math and Words] +
Old DFG there were essentially only two variables which affected its raw damage, the opponent's current health and your AP. If you assume you always use it on a full health target then it's pretty easy to assess its damage potential.

Enemy Maximum Health * (15% + 5%/100 AP * Your AP) = Raw Damage

New DFG is slightly more complicated because its effectiveness is based on the base damage and AP ratios of all magic damage abilities and items you can cram into the four second amplification period, in addition to the target's maximum health.

Enemy Maximum Health * 15% + (Base Damage + Your AP * Ratios) * 20% = Raw Damage

However, we can simplify the comparison because both items share Enemy Maximum Health * 15%. The equations to solve are therefore:

Enemy Maximum Health * 5%/100 AP * Your AP = Old DFG
(Base Damage + Your AP * Ratios) * 20% = New DFG

Now we're obviously going to have to make a lot of assumptions here as we have a lot of unknown variables. For the sake of this argument let's assume a 3000 Health target and 400 AP (a number which came up earlier in the thread). That leaves Base Damage and Ratios to be determined. There are going to vary wildly from champion to champion, so it's hard to know exactly what to put there. However, in general the total damage potential of a single AP carry's rotation is around 3.0. Thus we can solve for the necessary base damage to match old DFG.

3000 * 5%/100 AP * 400 AP = (Base Damage + 400 AP * 3.0) * 20%
3000 * 20% = (Base Damage + 1200) * 20%
3000 = Base Damage + 1200
1800 = Base Damage

So against a tank that's actually a lot of base damage. Some AP carries have that much base damage (e.g. Syndra, Veigar, LeBlanc) but not all.

However, we've intentionally ignored some differences between the two iterations of DFG. For one, how often did carries use old DFG on tanks at full health? Generally such a use would be wasteful as the tanks were rarely the critical target that needed to be burst down. Second, old DFG was a part of Season 2, where Magic Resistance was more plentiful and Force of Nature existed. The environment surrounding new DFG is different and plays to its favor. Finally, new DFG amplifying any incidental or focused damage on a target, which can amount to a significant amount depending on team composition.

The post of new DFG is blatantly obvious when you look past a scenario where you attempt to solo burst a tank at full health. Targeting a squishy, a tank or bruiser whose already taken damage, or working alongside an ally with magic damage will all thrust new DFG way ahead. A Leona without any AP brings enough magic damage to account for almost all of that seemingly difficult to reach 1800 Base Damage value by herself. Even an enemy carry with 2000 Health only requires 800 Base Damage for new DFG to match the old, a number pretty much every respectable AP carry easily surpasses by themselves. It only becomes easier if your champion makes use of items such as Gunblade or Lich Bane.


In short, the only situation where new DFG is worse than old DFG is this really weird case where you want to solo burst down an enemy tank who is at full health. In every other situation new DFG is equal or better than old DFG, and is blatantly better for assassination.

I was talking about the old old DFG that provided 30% of an enemy's current health in damage with no AP.


Which had 100 less range and so did not work as well in a lot of champ kits.
"Your full potential does not matter if you do not use all 100% of it."
Alaric
Profile Joined November 2009
France45622 Posts
December 15 2012 20:22 GMT
#598
What is it with all the Nidalee supports, really? I had 3 of them in 5-6 games today, do they all want to try the new skin and not go top or mid because, well, that would need them to have some clues about how to play? They all built full AP and never bought any wards nor tried to be useful too.
What's with the trend. :|
Cant take LMS hipsters serious.
Louuster
Profile Joined November 2010
Canada2869 Posts
December 15 2012 20:24 GMT
#599
On December 16 2012 05:11 Keniji wrote:
Show nested quote +
On December 16 2012 05:08 Inschato wrote:
And the fact that he can easily gank even when everything is warded all to hell now.


Thats the main point i think. The huge nerf to oracle and the addition of sightstone makes it ridicolous hard to gank in competitive games. Nocturne doesn't care tho.


Also black cleaver blahblah etc
Kim Taek Yong fighting~
fishinguy
Profile Joined November 2010
Russian Federation798 Posts
December 15 2012 20:33 GMT
#600
On December 16 2012 05:22 Alaric wrote:
What is it with all the Nidalee supports, really? I had 3 of them in 5-6 games today, do they all want to try the new skin and not go top or mid because, well, that would need them to have some clues about how to play? They all built full AP and never bought any wards nor tried to be useful too.
What's with the trend. :|


Id rather have anyone else support than Nida, if the game goes past 25 mins it becomes a guaranteed 4v5 because Nida becomes completely useless.
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