[Patch 3.03: Quinn] General Discussion - Page 148
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AsnSensation
Germany24009 Posts
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Alaric
France45622 Posts
They play each other 4 times, so you can call it 2 Bo2s I guess, except the momentum doesn't mandatorily carry through the next match against that same team (see Dig or EG). | ||
zulu_nation8
China26351 Posts
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Slayer91
Ireland23335 Posts
elo hell omg report this troll 0/7 alistair etcetc | ||
cLutZ
United States19573 Posts
On March 15 2013 00:48 zulu_nation8 wrote: let's just make it so that nothing in the game is ever frustrating or obnoxious, everyone will always win lane and there's nothing "dumb" like manaless champions, free crit, stealth, or anything that makes the game remotely challenging. After all you paid for skins so you deserve to be good at the game, and the only reason everyone is not diamond is because of dumb mechanics in the game that apparently everyone aside from you has figured out how to play against. Well stealth and manaless should be removed... | ||
mr_tolkien
France8631 Posts
On March 15 2013 03:18 zulu_nation8 wrote: majority of fights is decided by who has more gold + xp, when that's even, then it's just up to skill, better initiation is a factor but not as often the deciding one as most would think. Well a good initiation means that somebody dies instantly normally ! | ||
zulu_nation8
China26351 Posts
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kainzero
United States5211 Posts
the ideal initiate disables or isolates high value targets (who usually have either high damage or high cc) and allows your team to follow up and kill or severely injure the key targets before they the enemy team can use their abilities properly. | ||
wei2coolman
United States60033 Posts
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Goumindong
United States3529 Posts
On March 15 2013 03:45 TheYango wrote: LoL takes advantage of the law of large numbers too though. It's not like a single crit or dodge determines the outcome of a game. In the case where you got crit in a level 1 or 2 engage, that doesn't equate a lost game unless you and your team make a long series of misplays after that fact. The effect of these things is spread out over the course of the entire game. The short answer is that this is incorrect. While a LLN will apply to critical strikes themselves (specifically Markov's iirc) in that the sample average of critical strikes will converge to the average of critical strike rates it is not true that this will have zero impact of the game. This should not come as a surprise because this is the reason that riot nerfed crit in materies and normalized crit rates. The reason it doesn't is tied up in time series statistical concepts but can actually be explained fairly simply. We can think of most games as a sequence of random variables with the value of each of the last random variables mattering into the value of the next random variable. I.E. X_2= Z + Beta*X_1 + error | Z is all non-random factors(skill/abilities/the actions you take in team fights etc), X is the outcome of a fight measured say in gold, error is any randomness like crit. If we look at this system we can apply some form of LLN's if Beta < 1. The reason for this is that if Beta < 1 its possible that E(X_2) = E(X_1). When this is the case we can also do something kind of interesting by using "lag operators". Which means that its possible to write the value for X_t as the infinite sum of the previous error terms (and previous Z's in this case). What matters in our case is that the infinite sum of the previous error terms is finite if Beta<1. Additionally the coefficient for each previous error term can be written as Beta^i where i is the number of terms back the error is. I.E. the closer Beta gets to 1, the more persistence that we have in the system. If Beta = 1 then the system is not stable, the persistence is permanent and our LLN's don't apply to the system. In league, Beta is at least 1. We know this because if you win a team fight at level 1 and are up 100 gold. Even if that 1500 gold had no effect on whether or not you won the next team fight you would still have 1500 more gold at the end of the next team fight regardless of the outcome. Or, another way to say it is that the expected value of the gold difference at the end of the game goes up by at least exactly the value of a team fight result. And who ever told you that you were never going to use math in your everyday life. -------------------------- A more interesting thing is whether or not critical strikes can be predicted by skilled enough players due to Riots critical strike normalization procedure. If it can then none of it holds because critical strikes are no longer random in terms of tournament plays. Also note that this does not determine the relative value of the non-error portion of the system as compared to the error portion. While it is certain that the random portion is persistent for league and this invalidates the LLN for the purposes of the game it may be the case that the random portion is simply so small as compared to the non-random portion that the non-random portion doesn't matter. I.E. as the standard deviation of the error term divided by Z -> 0 is equivalent to the error term being zero. E.G. If for instance crits only did +10% damage an attack we could easily see how they may not have much of an impact on the outcome of a fight All of that being said, I am not sure its possible to create a system in which ADC's are relevant without the third multiplicative DPS source, so if you're going to remove the randomness of crit (which is not bad) you have to also keep in the game an auto attack only multiplicative damage source of roughly equal strength if you want to keep auto attack based ADC's relevant. | ||
obesechicken13
United States10467 Posts
On March 15 2013 07:15 Goumindong wrote: The short answer is that this is incorrect. While a LLN will apply to critical strikes themselves (specifically Markov's iirc) in that the sample average of critical strikes will converge to the average of critical strike rates it is not true that this will have zero impact of the game. This should not come as a surprise because this is the reason that riot nerfed crit in materies and normalized crit rates. The reason it doesn't is tied up in time series statistical concepts but can actually be explained fairly simply. We can think of most games as a sequence of random variables with the value of each of the last random variables mattering into the value of the next random variable. I.E. X_2= Z + Beta*X_1 + error | Z is all non-random factors(skill/abilities/the actions you take in team fights etc), X is the outcome of a fight measured say in gold, error is any randomness like crit. If we look at this system we can apply some form of LLN's if Beta < 1. The reason for this is that if Beta < 1 its possible that E(X_2) = E(X_1). When this is the case we can also do something kind of interesting by using "lag operators". Which means that its possible to write the value for X_t as the infinite sum of the previous error terms (and previous Z's in this case). What matters in our case is that the infinite sum of the previous error terms is finite if Beta<1. Additionally the coefficient for each previous error term can be written as Beta^i where i is the number of terms back the error is. I.E. the closer Beta gets to 1, the more persistence that we have in the system. If Beta = 1 then the system is not stable, the persistence is permanent and our LLN's don't apply to the system. In league, Beta is at least 1. We know this because if you win a team fight at level 1 and are up 100 gold. Even if that 1500 gold had no effect on whether or not you won the next team fight you would still have 1500 more gold at the end of the next team fight regardless of the outcome. Or, another way to say it is that the expected value of the gold difference at the end of the game goes up by at least exactly the value of a team fight result. And who ever told you that you were never going to use math in your everyday life. -------------------------- A more interesting thing is whether or not critical strikes can be predicted by skilled enough players due to Riots critical strike normalization procedure. If it can then none of it holds because critical strikes are no longer random in terms of tournament plays. Also note that this does not determine the relative value of the non-error portion of the system as compared to the error portion. While it is certain that the random portion is persistent for league and this invalidates the LLN for the purposes of the game it may be the case that the random portion is simply so small as compared to the non-random portion that the non-random portion doesn't matter. I.E. as the standard deviation of the error term divided by Z -> 0 is equivalent to the error term being zero. E.G. If for instance crits only did +10% damage an attack we could easily see how they may not have much of an impact on the outcome of a fight All of that being said, I am not sure its possible to create a system in which ADC's are relevant without the third multiplicative DPS source, so if you're going to remove the randomness of crit (which is not bad) you have to also keep in the game an auto attack only multiplicative damage source of roughly equal strength if you want to keep auto attack based ADC's relevant. Ew. If crit is made consistent it will have less overkill and make last hitting easier. There's at least a tradeoff now. You might think crit makes you strong but really you'd have done the same damage anyways by the time you attacked 5-10 times which is what you often need for the kill on Tryn anyways. Big numbers just look cool. Crit probability distribution functions are very dense. I'm not sure whether the normalization is still in game but if it is, then it becomes more dense so over time crits are very predictable. | ||
cLutZ
United States19573 Posts
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phyvo
United States5635 Posts
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NeoIllusions
United States37500 Posts
What a beast of a write-up. 20 games is nothing to scoff at. X_X Thanks to everyone involved: writers, editors, and artists. For TeamLiquid~ | ||
thenexusp
United States3721 Posts
On March 15 2013 07:30 NeoIllusions wrote: What a beast of a write-up. 20 games is nothing to scoff at. X_X Thanks to everyone involved: writers, editors, and artists. For TeamLiquid~ You make me go to reddit to find the link to the writeup I see what you did there | ||
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NeoIllusions
United States37500 Posts
On March 15 2013 07:38 thenexusp wrote: You make me go to reddit to find the link to the writeup I see what you did there I dunno what you're talking about. I've done nothing wrong... >_____> Thanks in advance guys. <3 | ||
Zess
Adun Toridas!9144 Posts
On March 15 2013 07:30 phyvo wrote: I knew I should have taken the real math version of statistics in college instead of the fake social sciences version. Worst course decision I ever made and now look at me pay for it... though I hear that real statistics doesn't start until grad school anyway. "real math" statistics doesn't get any harder than calculus/analysis/set theory (e.g. invoking Zorn's Lemma to prove something about convergence) Function analysis is way cooler B-) | ||
Complete
United States1864 Posts
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Amui
Canada10567 Posts
On March 15 2013 07:52 Complete wrote: Yes...Yes it does. But at that point you rely a lot more on software like matlab minitab etc to analyze data sets. The theory behind some of the more complex stuff is definitely not fun to deal with though. | ||
Sufficiency
Canada23833 Posts
On March 15 2013 07:42 xes wrote: "real math" statistics doesn't get any harder than calculus/analysis/set theory (e.g. invoking Zorn's Lemma to prove something about convergence) Function analysis is way cooler B-) That is so wrong it's not even funny. | ||
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