[Patch 4.5] Rune Rework General Discussion - Page 22
Forum Index > LoL General |
Gahlo
United States35091 Posts
| ||
kongoline
6318 Posts
On April 05 2014 03:58 nafta wrote: It is all a plan to make you buy more rune pages and runes if you want to be optimal that all. i got to the same conclusion too and i hate riot for doing this "change" | ||
phyvo
United States5635 Posts
On April 05 2014 03:41 Alzadar wrote: Calculations please. You really can't ignore lifesteal when talking about a level 18 ADC's EHP. There is no realistic way to take lifesteal into account, IMO. You have to make too many assumptions about the fight, who your opponents are, how many people are attacking you, how itemized you are vs them, which all affect how many autos you can get off... it just opens a huge can of worms and I am simply not comfortable making those assumptions (I'd rather leave that to experience). There are other people who are comfortable with that but I prefer simpler numbers that say less over complicated numbers that will say more but are just as likely say the wrong thing. As a result the numbers I gave are the most basic possible and didn't even involve defensive items (though I did check them and it was still in favor of scaling HP overall unless your item was banshee's). That said, thanks to you and Ketara for getting me to think about it more. Barrier alone basically makes scaling armor better, I had forgotten about it. QQ I bought the wrong runes for koggles. | ||
Ketara
United States15065 Posts
Step 1 - Calculate the difference in EHP per point of health regenned for each armor value. Step 2 - Calculate your DPS in an ideal situation (If you stand there autoattacking) Step 3 - Figure out how much you HP you get from base regen and lifesteal per second based off that DPS. That will give you an approximate idea of how many seconds you have to be DPSing for your lifesteal to make armor better than HP. If it's a low number (like 1-2 seconds), that tips the balance in favor of armor. If armor is already better, then the lifesteal is making it even better than that. | ||
Lmui
Canada6208 Posts
On April 05 2014 04:47 Ketara wrote: There's a very easy way to take lifesteal into account. Step 1 - Calculate the difference in EHP per point of health regenned for each armor value. Step 2 - Calculate your DPS in an ideal situation (If you stand there autoattacking) Step 3 - Figure out how much you HP you get from base regen and lifesteal per second based off that DPS. That will give you an approximate idea of how many seconds you have to be DPSing for your lifesteal to make armor better than HP. If it's a low number (like 1-2 seconds), that tips the balance in favor of armor. If armor is already better, then the lifesteal is making it even better than that. Don't forget barrier and the fact that shields (lulu/janna/karma/lee sin etc) make armor vastly superior. | ||
BlasiuS
United States2405 Posts
On April 05 2014 04:01 Gahlo wrote: Anybody tried Feral Xin yet? I caught Nightblue's stream when he tried it and he said it seemed good but he was rusty so he can't tell yet. I've tried it, it's really good, at least at plat 3 level. feral is a great alternative for Xin. He already has plenty of health sustain, so he can still stay full health in jungle with wriggles. He is an aa-based jungler, so naturally the on-hit is great for him. It gives more gold than the spirit items, and starting from the mid-game on it does more damage to both champions and jungle monsters. It's also 350g cheaper than any of the spirit items The tradeoffs of using feral flame for aa-junglers is no mana regen, and no CDR. For Xin, the mana regen is not a problem, as once he gets wriggle's he can clear the jungle just as fast using Q/W as he can spamming E. Also against the buffs and the wight, wriggle's/flame has a definite clear-speed advantage. So I don't really consider the lack of mana regen a big tradeoff. So IMO the only real tradeoff is losing 10% CDR when going for wriggles. But for aa-junglers like Xin, you trade 10% CDR for: -free ward -350 more gold -way better late-game scaling (Is there even a cap on feral flame stacks?), and I mean both jungle-scaling and teamfight-scaling. By the time you reach 6 items, flame will be doing so much damage you probably won't even want to sell it I'm not sure if the gold generation of wriggles is better than conservation, I haven't played enough wriggles games yet. | ||
cLutZ
United States19573 Posts
On April 05 2014 04:38 kongoline wrote: i got to the same conclusion too and i hate riot for doing this "change" I think thats what most non-riot defenders/max IP people think. There is almost always an optimal set of runes, and if not blanket optimal, there are matchup optimal runes. This means that there is just an illusion of choice, | ||
Kyrie
1594 Posts
of course, the composition of that diversity will change with rune changes, so the basic criticism of 'wake up sheeple they just want you to buy more pages' is still relevant | ||
GolemMadness
Canada11044 Posts
On April 05 2014 03:58 nafta wrote: It is all a plan to make you buy more rune pages and runes if you want to be optimal that all. Because nobody owns flat armour seals right now...? | ||
![]()
TheYango
United States47024 Posts
On April 05 2014 06:18 cLutZ wrote: I think thats what most non-riot defenders/max IP people think. There is almost always an optimal set of runes, and if not blanket optimal, there are matchup optimal runes. This means that there is just an illusion of choice, Having matchup-optimal runes still fills an important role that has to exist. It allows malleability of a given champion's early game strengths and weaknesses, which softens the effect of lane dominators and counterpicks--which in turn limits the influence of picking teamcomps this way, leading to an overall healthier game. DotA does this with more granular starting item selection (since most of the starting items are far less expensive than the starting gold amount, there's more room to tailor your item selection to be matchup-specific). Since LoL cannot do this with the current item scheme, a form of pre-game stat adjustment needs to exist. | ||
![]()
TheYango
United States47024 Posts
| ||
GhandiEAGLE
United States20754 Posts
| ||
Ketara
United States15065 Posts
| ||
![]()
TheYango
United States47024 Posts
| ||
Sufficiency
Canada23833 Posts
![]() | ||
Crusnik
United States5378 Posts
| ||
Nos-
Canada12016 Posts
| ||
Anakko
France1934 Posts
It was a lot of fun while it lasted, then the mapmaker left and the game died slowly as ppl stopped playing ![]() You think heimer is bad? Here's some gameplay of one of the trolliest champions in the game, because those memories shouldn't die | ||
Ketara
United States15065 Posts
On April 05 2014 07:33 Crusnik wrote: The upped the number of mastery pages? I legit haven't played, aside from avoiding decay, for 2-3 months, but I thought the number of mastery pages was 20? Welcome to the 2013 season. If rune pages went to 25 I'd buy 5 more. | ||
GolemMadness
Canada11044 Posts
| ||
| ||