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On December 07 2014 01:03 nafta wrote: Which still is an absolutely useless statistic since laneswaps,champion picks and roams make it irrelevant.Very often just staying in xp range and not getting cs is actually a good play since said person is just making sure he doesn't die in a hard mu. Not really, since if you get stuck in a laneswap, at least 95% of the time your positional opponent did too.
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On December 07 2014 01:12 Gahlo wrote:Show nested quote +On December 07 2014 01:03 nafta wrote: Which still is an absolutely useless statistic since laneswaps,champion picks and roams make it irrelevant.Very often just staying in xp range and not getting cs is actually a good play since said person is just making sure he doesn't die in a hard mu. Not really, since if you get stuck in a laneswap, at least 95% of the time your positional opponent did too. Except laneswaps don't play out the same way every game lol.What if your team is comfortable with letting enemy get a freeze that fucks your top laner but gets you objectives?Mid lane gets completely random in laneswaps because of all the roams as well.
Like sure you can use said statistic but it doesn't actually give you real information about how much said person is contributing compared to his counterpart.
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i'm analyzing data from high elo solo queue so laneswaps probably won't be a big factor, but i will definitely look at early game experience numbers, being able to still get levels in bad situations is probably an important skill to have.
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On December 07 2014 01:17 nafta wrote:Show nested quote +On December 07 2014 01:12 Gahlo wrote:On December 07 2014 01:03 nafta wrote: Which still is an absolutely useless statistic since laneswaps,champion picks and roams make it irrelevant.Very often just staying in xp range and not getting cs is actually a good play since said person is just making sure he doesn't die in a hard mu. Not really, since if you get stuck in a laneswap, at least 95% of the time your positional opponent did too. Except laneswaps don't play out the same way every game lol.What if your team is comfortable with letting enemy get a freeze that fucks your top laner but gets you objectives?Mid lane gets completely random in laneswaps because of all the roams as well. Like sure you can use said statistic but it doesn't actually give you real information about how much said person is contributing compared to his counterpart. Well if you're going to take it like that, then no stats are useful outside of blown nexus.
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I thought you were supposed to compare stats/cs/item/level with the same role champ - top to top, mid to mid, jung to jung, bot to bot. If lane swap then both top laners are suffering at the same time, which means its still even anyways.
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On December 07 2014 03:05 Complete wrote: sounds about right to me you don't start out just deciding what stats matter, you think of things that might be important and then see what shows the highest correlation with winning percentage. no reason to be so critical when people are just brainstorming ideas.
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On December 06 2014 22:47 Uldridge wrote: Errr... about people saying that 0 is giving you undefined... it would only be undefined if it would actually be 0 deaths. But 0 means you also lost 0 health. Since dying is a process of losing health. And since it's 0+ because you've definitely lost health in the process, it does become infintie kda once you finish the game. BOOM.
Also, I think TF can work on any champ. It's a godly item.
Assuming you're being quite a bit tongue-in-cheek here, because this is really silly.
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On December 06 2014 20:52 chalice wrote: what stats do people think are important for evaluating performances in a lol match?
i was thinking of starting with basic stuff like dragons, first towers, cs/gold differential vs lane opponents in the early game. Winning. -> MMR. All other stats suffer from reverse causation problems or endogeneity problems.
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On December 07 2014 04:31 Goumindong wrote:Show nested quote +On December 06 2014 20:52 chalice wrote: what stats do people think are important for evaluating performances in a lol match?
i was thinking of starting with basic stuff like dragons, first towers, cs/gold differential vs lane opponents in the early game. Winning. -> MMR. All other stats suffer from reverse causation problems or endogeneity problems.
But winning suffers from the fact that 3 of 2 people can have a shit performance while the rest puts on their bosscarry mode. Winning =/= performance. Winning + K/D/A, that's a different story and still. I'd factor in Winning, KDA, cs and maybe amount of wards/dragons/barons (to assess some kind of map control).
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I tried that AD LB while playing on a low-level account (to help someone learn), in a duo lane since I was bored of Ashe/Caitlyn. Obviously it didn't work out well (because I'm trash on top of the account being level 13, and against a D III support Lulu I got bodied) but it reminded me of LB's base damage. Even without runes, 9 points in AD masteries and a dblade, just the spell combos damaged people so much with only the base damage. Oo That thing hurts.
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On December 07 2014 04:44 Uldridge wrote:Show nested quote +On December 07 2014 04:31 Goumindong wrote:On December 06 2014 20:52 chalice wrote: what stats do people think are important for evaluating performances in a lol match?
i was thinking of starting with basic stuff like dragons, first towers, cs/gold differential vs lane opponents in the early game. Winning. -> MMR. All other stats suffer from reverse causation problems or endogeneity problems. But winning suffers from the fact that 3 of 2 people can have a shit performance while the rest puts on their bosscarry mode. Winning =/= performance. Winning + K/D/A, that's a different story and still. I'd factor in Winning, KDA, cs and maybe amount of wards/dragons/barons (to assess some kind of map control).
Not over the long run no.
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Yes, your mmr does put you were you're supposed to be, yes it does even out in the long run, but anomalies do exist and if you'd want to weed them out this would be the best method imo. There must be a reason why just one parameter wouldn't be enough but I really can't think of one at the moment haha
Also, just destroyed myself in a game where I countered myself as Annie vs Syndra. That did not turn out well, and not because I don't know how to play Annie mid... well, that might had a bit to do with it lol
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Forced into ADC vs Soraka/Ezreal with Blitz support as Lucian. What do I build first? :-O
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On December 07 2014 09:30 Jek wrote: Forced into ADC vs Soraka/Ezreal with Blitz support as Lucian. What do I build first? :-O
Executioners calling, to destroy dem soraki heals mang
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On December 07 2014 09:48 Uldridge wrote:Show nested quote +On December 07 2014 09:30 Jek wrote: Forced into ADC vs Soraka/Ezreal with Blitz support as Lucian. What do I build first? :-O Executioners calling, to destroy dem soraki heals mang Too bad it doesn't exist anymore.
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Damn, too bad it was a perfect counter, also good job riot updating the item list in game and outside of it
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can any1 explain how does the hp/mana regen works? i check my stats and theres a bracket beside the number, then the item says "+X% base regen" i dont know what all means =\
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I'll leave this out of the jungling thread because I recognize its practical limitations, but I was inspired by the ADC soft leashing discussion from a while ago and tested several ranged supports in custom games. With enough attack speed runes, I've been able to clear the 4 melee camps by ~3:45-4:00.
My favorite by far has been Thresh. His E provides leeway for errors while soft leashing, and each camp drops at least one soul for bonus armor/on-hit/AP, which pairs very nicely with the stacking damage and attack speed from Devourer. Of course, the main reasons to jungle Thresh are to enable a wide variety of fun ganks and to live up to his lore by killing everybody while laughing maniacally. My runes are Attack Speed/Armor/Scaling CDR/1 Attack Speed, 2 Armor (I'm out of IP, or I would've considered even more AS), and my masteries are 21/9.
The other champions I tried were Nami, Morgana, and Sona, but they're more effective when staying in a lane with an ADC for prolonged periods. They also can't lean on their auto-attacks nearly as much and will run out of mana very quickly after the first blue buff expires.
One other thing to note is that Riot definitely did not consider these champions in terms of jungle diversification. Their recommended items do not actually change when you take Smite, unlike their intended junglers.
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On December 07 2014 12:46 justiceknight wrote: can any1 explain how does the hp/mana regen works? i check my stats and theres a bracket beside the number, then the item says "+X% base regen" i dont know what all means =\ X (Y) X is your current regen, Y is your base. If you buy items to increase this, it will be on the base.
For example, I get into a game as Wukong. My health regen is listed as 8 (6). 6 is my base and the 2 difference comes from masteries. If I buy a rejuv bead, my hp regen will be listed as 11 (6), 6 base + 2 masteries + 50% base(which is 3) = 11.
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