• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:52
CEST 12:52
KST 19:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!32Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
LipoLyx Plus (Official)™ My Real Results! Weekly Cups (August 17-23): Zerg dominate the week SC4ALL II: SC2 Player Announcement 6/8 - Maru Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
Pros React To: Calm's Big Brain Play Vs Mini [Personal Project Share] Terran Defense v0.60 !!!NEW BUG!!! FIRE ARCHONS [Visual] New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9176 users

[Patch 4.18] Sion Reborn General Discussion - Page 2

Forum Index > LoL General
Post a Reply
Prev 1 2 3 4 5 155 156 157 Next
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2014-10-08 22:51:00
October 08 2014 22:50 GMT
#21
On October 09 2014 07:43 GrandInquisitor wrote:
Researching that question led me to create this runes quiz:

1) What are the five Quints for which there are no equivalent non-Quints?

2) What are the two non-Quints for which there are no equivalent Quints?

3) What are the seven runes that do not exist in level 1 / level 2 form?

Wiki-fu go!
1) Exp%, Lifesteal, MS, Spellvamp, death reduction %

2) Energy/5/lvl, Energy/lvl

3) Energy, Energy/lvl, Energy/5, Energy/5/lvl, Exp%, Gp10, death reduction %
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
October 08 2014 22:51 GMT
#22
On October 09 2014 07:17 Goumindong wrote:
Crit is an exceptionally bad mechanic in league it absolutely should be removed


Get luckier? It's not hard.
Terranasaur
Profile Joined May 2011
United States2085 Posts
October 08 2014 22:54 GMT
#23
New Sion any good?
Decisions Determine Destiny - Terranasaur#1719 D3 #557 SC2 3DS FC: 2423-3623-8068
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2014-10-08 22:54:44
October 08 2014 22:54 GMT
#24
On October 09 2014 07:50 xes wrote:
Show nested quote +
On October 09 2014 07:43 GrandInquisitor wrote:
Researching that question led me to create this runes quiz:

1) What are the five Quints for which there are no equivalent non-Quints?

2) What are the two non-Quints for which there are no equivalent Quints?

3) What are the seven runes that do not exist in level 1 / level 2 form?

Wiki-fu go!
1) Exp%, Lifesteal, MS, Spellvamp, death reduction %

2) Energy/5/lvl, Energy/lvl

3) Energy, Energy/lvl, Energy/5, Energy/5/lvl, Exp%, Gp10, death reduction %

Researching this answer made me realize how good the IP curve on runes are:

T1 runes are amazingly cost efficient for the IP while T3 runes have the most slot efficiency at the worst cost efficiency.

So why can't Riot make items like this if they can price their runes like it.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 08 2014 22:56 GMT
#25
I am looking forward to playing Azir again after his 15 bugfixes tomorrow.

I just checked, it's 15.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
kongoline
Profile Joined February 2012
6318 Posts
October 08 2014 22:57 GMT
#26
watching bjerg play vs azir and they were crushing early game, zion went 19-1 on ryze and still cant finish the game cuz azir 1v9 stalls the game, wont be surprised if the bugfixes + buffs will make him perma ban status
Gahlo
Profile Joined February 2010
United States35174 Posts
October 08 2014 22:58 GMT
#27
On October 09 2014 07:54 xes wrote:
Show nested quote +
On October 09 2014 07:50 xes wrote:
On October 09 2014 07:43 GrandInquisitor wrote:
Researching that question led me to create this runes quiz:

1) What are the five Quints for which there are no equivalent non-Quints?

2) What are the two non-Quints for which there are no equivalent Quints?

3) What are the seven runes that do not exist in level 1 / level 2 form?

Wiki-fu go!
1) Exp%, Lifesteal, MS, Spellvamp, death reduction %

2) Energy/5/lvl, Energy/lvl

3) Energy, Energy/lvl, Energy/5, Energy/5/lvl, Exp%, Gp10, death reduction %

Researching this answer made me realize how good the IP curve on runes are:

T1 runes are amazingly cost efficient for the IP while T3 runes have the most slot efficiency at the worst cost efficiency.

So why can't Riot make items like this if they can price their runes like it.

Because constricting gold doesn't make Riot money.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 08 2014 23:02 GMT
#28
On October 09 2014 07:54 Terranasaur wrote:
New Sion any good?

Watched nightblue play him on pbe looked useless.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-10-08 23:56:34
October 08 2014 23:37 GMT
#29
On October 09 2014 07:40 GrandInquisitor wrote:
Show nested quote +
On October 09 2014 07:17 Goumindong wrote:
On October 09 2014 07:01 Gahlo wrote:
On October 09 2014 06:57 Goumindong wrote:
Requizen wrote:

Randomness is not a comeback mechanic.


Randomness is a comeback mechanic*, its just not a very good one because it sucks to play with and against.

If you're ahead, more randomness always increases the likelihood that you will lose and similarly less randomness increases it. The same is true the other way around.

*excepting random mechanics which have selection options. Those are neutral with regards to the strength of the teams but still bad mechanics.

Crit is a comeback mechanic confirmed.


It is. If there is no crit the probability that the losing teams ADC does more damage than the winning teams ADC is roughly zero. If there is crit, even when the winning ADC has more crit than the losing ADC the probability is non-zero.

Crit will turn some fights that the loser should have lost into fights they win.

Crit also has the negative aspect of selection in lane (that is, if you get a lucky crit in lane you can choose to all-in/hard zone after this because the likelihood you will lose is exceptionally small. Whomever gets the first crit effectively wins the lane).

The 1% crit rune is a strong option for this reason. Suppose that you pick the 1% crit rune and your opponent does not. You're still trading relatively equally, equally enough that its hard to shove you out of lane on their .97 AD advantage. With 1% crit over 10 attacks the probability you will land at least 1 crit is 9.4%. Over 20 attacks its 18.2%. So if you take a 1% crit rune and expect to trade roughly 20 auto attacks in a lane you can expect that your 1% crit rune will flat win you the lane for free about 18.2% of the time.(supposing they don't have a crit rune as well, in which case its 50/50 for first crit)

Crit is an exceptionally bad mechanic in league it absolutely should be removed

By this logic, why not 2% crit? 3% crit? 9 crit chance marks means that over 20 AA's you have an 83.6% chance of a crit.


Because while there clearly is a maximization problem to be done* fuck if i am going to do it.

*edit: this wasn't worded well. For every level of risk tolerance there will exist a tradeoff between damage/crit that some people are willing to accept. Because things are never certain there is never a clear cut answer to the question. Though we could suggest that you should be risk neutral in league this might not represent the individual players preferences.

Obviously at 1 crit red we can make the argument that you should, because the damage buildup is not large compared to the highish probability you win the lane for free. Basically we don't lose the lane on damage buildup before going back so we see the crit trade off as reasonable. Similarly at 9 crit reds we can suggest that the total damage lost (8.73 per hit!) suggests that by the time we get a crit (mean time to first crit will be roughly 11 attacks) we will expect to have already lost the lane by the time we get a crit.

More generally we can just estimate

.97 damage = .93% crit in reds. So at 20 attacks you can estimate

1 Crit Red
Total Damage Lost over 20 attacks = 19.4
Probability of at least one crit over 20 attacks=17.04%

2 Crit Reds
Total Damage Lost = 38.8
Probability of Crit = 31.3%

3 Crit Reds

Total Damage Lost = 58.2
Probability of Crit = 43.2%

Total damage lost goes up as you add more abilities and more of an ability/attack ratio. The effect of the crit goes up as you add total AD. The value of crit goes down if you get less auto attacks trades off in lane. The effect of crit goes down when you're winning lane (Since the expected damage from the few % crit will almost certainly be lower than the expected total damage lost)

I can maybe see 3 crit reds being worth it but anything over that is going to be really iffy because you're going to start to lose out on appreciable damage very quickly unless you crit.

At 4 crit reds you're losing almost 4 damage/hit which adds up fast even if you have a 53% probability to get at least 1 crit in 20 attacks if you don't get those crits you're down 77 damage. You've already been pushed out of lane for it or worse.

edit: A better way to think about it might be "how many auto attacks do you expect to trade in lane without getting pushed out before you have to back anyway" and then maximizing based on the amount of damage you can be down at that point without risking an all-in. If that number is 5 obviously you want more crit, if that number is 10 then obviously less.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
October 08 2014 23:47 GMT
#30
On October 09 2014 07:56 Ketara wrote:
I am looking forward to playing Azir again after his 15 bugfixes tomorrow.

I just checked, it's 15.

Plus the addition of being able to use E on soldiers that are moving with Q. That's a pretty big deal, even if it's only used for escapes in lane.
RIP Ryan Davis / TL or Die / @onlywonderboy
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 09 2014 00:02 GMT
#31
pls stop crit discussion, riot remade crit years ago to be much more consistent than the % chances on tiems lead you to believe.


But of course the game doesnt actually explain this anywhere to newer players.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 09 2014 00:13 GMT
#32
On October 09 2014 09:02 LaNague wrote:
pls stop crit discussion, riot remade crit years ago to be much more consistent than the % chances on tiems lead you to believe.


But of course the game doesnt actually explain this anywhere to newer players.

That doesn't mean that it isn't rng.Still is.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-10-09 00:24:28
October 09 2014 00:22 GMT
#33
On October 09 2014 09:02 LaNague wrote:
pls stop crit discussion, riot remade crit years ago to be much more consistent than the % chances on tiems lead you to believe.


But of course the game doesnt actually explain this anywhere to newer players.


That doesn't change the situation we are talking about. Suppose that with 1% Crit you crit precisely every 100 attacks.

If you start precisely at zero you count it and get the crit you want when you want.

If you start a random place then at 1% crit the probability that you will crit once in 20 attacks actually higher than the probability that we would crit by pure RNG (because you have a 1/5 chance of hitting the "within 20 attacks" rather than 17% chance to hit them). Normalization actually makes crit runes stronger in this sense.

Even then though crit normalization is not as impactful as you give it credit for. The probability of two crits in a row is lower than it should be but that doesn't actually change how we have to play around crit. Why? Because its not necessarily the two crits in a row that we are worried about changing the flow of the game*, but the first crit, which is not effected by normalization. Who gets the first crit skews the game because there is no guarantee that anyone else will get an equalizing crit in a timely manner(or that they can even equalize)

The quintessential example of this is bottom lane. Two AD's have 1% crit. One AD crits. The other one cannot continue to engage saying "well crit is normalized so i will get an equalizing crit soon". They have to back off and concede the lane/farm.

*But anyone who has played against someone with only ghostblade can tell you that this is not so uncommon as you think
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 09 2014 00:28 GMT
#34
I think the big deal about the whole one crit thing is that losing 1 damage in a 5 auto fight likely only very rarely actually makes a difference in getting a kill or not.

But getting a crit makes a gigantic difference.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-10-09 00:38:36
October 09 2014 00:29 GMT
#35
It's somewhat reasonable at higher crit values where it becomes sufficiently likely for you to get an additional crit after some number of attacks, but early game crit values are so low that it has virtually no impact on early game crit.

Essentially the way crit normalization works is that it shifts the center of the "number of attacks until next crit" distribution to be maximized at 1/(crit %) attacks--where normally the distribution is monotonically decreasing (because the probability of getting a crit in the next attack is N, in the 2nd attack is (1-N)*N, 3rd is (1-N)^2*N, etc.). However, in the case where you have a really really flat distribution for this (with N = 1%), the distribution is already so flat that a change in the distribution doesn't have much impact on your actual gameplay.

On October 09 2014 09:22 Goumindong wrote:
The quintessential example of this is bottom lane. Two AD's have 1% crit. One AD crits. The other one cannot continue to engage saying "well crit is normalized so i will get an equalizing crit soon". They have to back off and concede the lane/farm.

The example you're giving isn't very good because if crit % values were high, they actually could. If you have 50% crit chance, the % chance of crit on next hit rises extremely high after 4 or 5 attacks. It's just that specifically at 1% crit chance, the normalized distribution is still comparatively flat, and even though you're almost guaranteed a crit sometime in the next X attacks, when that X is like 50-75 attacks, that's not practically useful. You can't just say "oh he got a crit now, don't worry I'll get a crit 75 attacks from now" because you'll lose the lane based on the HP differential well before you get 75 more attacks on them.

Normalization has comparatively higher relevance at higher crit percentages, it's just that early game crit values that are only possible via crit runes make for these scenarios where it doesn't have much practical relevance.
Moderator
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-10-09 00:43:19
October 09 2014 00:38 GMT
#36
On October 09 2014 09:29 TheYango wrote:
It's somewhat reasonable at higher crit values where it becomes sufficiently likely for you to get an additional crit after some number of attacks, but early game crit values are so low that it has virtually no impact on early game crit.

Essentially the way crit normalization works is that it shifts the center of the "number of attacks until next crit" distribution to be maximized at 1/(crit %) attacks--where normally the distribution is monotonically decreasing (because the probability of getting a crit in the next attack is N, in the 2nd attack is (1-N)*N, 3rd is (1-N)^2*N, etc.). However, in the case where you have a really really flat distribution for this (with N = 1%), the distribution is already so flat that a change in the distribution doesn't have much impact on your actual gameplay.


I think you mean changing the distribution type. The mean "number of attacks until next crit" is always 1/crit % what we tend to consider the "center" of a distribution.

Mainly crit normalization changes it so that the mode (most common result) is 1/crit % instead of 1. Which as you mention has basically no effect at low crit %'s because two crits in a row is so unlikely anyway.

IIIRC At high crit %'s you tend to crit enough over the course of a small fight that it doesn't matter either. Edit: Though if their algorithm/distribution is memoryless it could be problematic and mean that very high crit %s either fail to crit as much as they should or crit far more

Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 09 2014 00:41 GMT
#37
I am curious about this crit thing.

I'll put 1 crit red on my rune pages and get back to you guys in a week.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheYango
Profile Joined September 2008
United States47024 Posts
October 09 2014 00:42 GMT
#38
On October 09 2014 09:38 Goumindong wrote:
IIIRC At high crit %'s you tend to crit enough over the course of a small fight that it doesn't matter either. Edit: Though if their algorithm/distribution is memoryless it could be problematic and mean that very high crit %s either fail to crit as much as they should or crit far more

IIRC this happens with DotA's PRD, but it has very little practical relevance because the non-linear stacking of crit means that it's never sensible to actually get crit values high enough for this to matter.

With LoL I'm not sure because I don't recall anyone ever disclosing the nature of LoL's PRD.
Moderator
Goumindong
Profile Joined February 2013
United States3529 Posts
October 09 2014 00:44 GMT
#39
On October 09 2014 09:29 TheYango wrote:
Show nested quote +
On October 09 2014 09:22 Goumindong wrote:
The quintessential example of this is bottom lane. Two AD's have 1% crit. One AD crits. The other one cannot continue to engage saying "well crit is normalized so i will get an equalizing crit soon". They have to back off and concede the lane/farm.

The example you're giving isn't very good because if crit % values were high, they actually could. If you have 50% crit chance, the % chance of crit on next hit rises extremely high after 4 or 5 attacks.


Not if they're dead or if their tank is dead and they're now being focused while they're still trying to kill the tank.

Teamfights have hysteresis remember. The reason first crit matters a lot in the end game is because the duration with which you have to have that equalizing crit shrinks as damage increases.
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 09 2014 00:48 GMT
#40
On October 09 2014 09:02 LaNague wrote:
pls stop crit discussion, riot remade crit years ago to be much more consistent than the % chances on tiems lead you to believe.


But of course the game doesnt actually explain this anywhere to newer players.

Hidden markov chain mechanic doesn't mean crit % isn't accurate. The difference is the output is put out on an much more even basis
liftlift > tsm
Prev 1 2 3 4 5 155 156 157 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 43
MindelVK 15
SHIN 8
Rex 2
StarCraft: Brood War
Shuttle 1236
Jaedong 749
BeSt 434
Killer 348
firebathero 262
Soulkey 255
actioN 254
Stork 120
Last 97
Sexy 95
[ Show more ]
ZerO 86
ZZZero.O 56
Mind 51
Bale 45
hero 43
Mong 29
Barracks 29
Sharp 22
soO 21
Hm[arnc] 17
NotJumperer 16
SilentControl 13
HiyA 12
scan(afreeca) 9
Sacsri 7
Dota 2
XcaliburYe413
League of Legends
JimRising 377
Counter-Strike
zeus281
edward188
nookyyy 124
Super Smash Bros
Mew2King170
Other Games
gofns23563
singsing1867
B2W.Neo1095
ZerO(Twitch)9
Organizations
Other Games
gamesdonequick1918
StarCraft 2
IntoTheiNu 31
[ Show 12 non-featured ]
StarCraft 2
• LUISG 22
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV978
League of Legends
• Jankos1561
Upcoming Events
GSL
8m
AI Arena Tournament
6h 8m
Replay Cast
13h 8m
WardiTV Weekly
1d
Sparkling Tuna Cup
1d 23h
Afreeca Starleague
1d 23h
GSL
3 days
PiGosaur Cup
3 days
Replay Cast
4 days
The PondCast
4 days
[ Show More ]
IntoTheTV X SOOP
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-08-27
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.