On April 03 2015 22:50 General_Winter wrote: Played an URF game with Nami. It was quite sick, that W every 2 seconds puts out a lot of damage and keeps your lane partner(s) really well healed even with the healing nerf. And with the extra gold you can build full AP and get to the truly insane late game scaling on Nami's W. (math: all moves other than Nami's W scale linearly but Nami's W scales cubicly, so once you start getting to high AP 400+ it has by far the best scaling of any spell).
I don't think you understand what linear vs exponential scaling actually means. an ability that hits 3 times scales linearly with a coefficient of 3.
I won't edit out me being an asshole ^
but I will apologize for it and say that I was wrong and you were right.
after a lot of math, it appears to be cubic and I'm an asshole. carry on.
EDIT: read below the ===== for damage calculations. //Accidently calculated the healing instead of the damage.
185 + 0.3*AP is the first hit. lets call that term X the second hit is healing, we ignore this for damage purposes, but its essentially: (230 + 0.5*AP)(0.85 * 0.00075*AP) Let's call that last term, (0.85 * 0.00075*AP), Y. that last part is the exponential scaling that again is multiplied for damage.
@800 AP, we're doing: first bounce: 185 + 240 = 425 second bou: some healing*(1.45) third bounc : (185 + 240)(1.45)(1.45) = 893.5625
= 1318 damage when adding first and third damage bounce
subtract out the base damage and divide by our AP to get our AP ratio @800 AP: (1318.5625 - 370)/800 = 1.1857 // SEE EDIT. the -370 should be 342.25, leading to a 1.22 AP Ratio
so our final AP RATIO FORMULA FOR NAMI W:
{[(185 + 0.3*AP) + (185 + 0.3AP)(0.85 + 0.00075*AP)^2] - 370}/AP //replace this 370 with 185*1.7225 =
?????!?!?
edit: still not quite right. 0 AP is giving me a negative ratio because the 3rd bounce is doing less than 185. 370 is not the base damage. awkward. subtract 185*17225 instead or 370 to give the true base damage(leading to an even higher perceived AP ratio. -370 sets our "0" at 200 AP, which is breakeven. 318.6625 sets our 0 at 0 AP, which makes sense for an AP ratio.
{[(185 + 0.3*AP)(1+(0.85 + 0.00075*AP)^2)] - (318.6625)} / AP = AP RATIO!
1 AP ~ 0.75 AP Ratio 200 AP ~ 0.86 AP Ratio 300 AP ~ 0.91 AP Ratio 400 AP ~ 0.97 AP Ratio // 0.97425 +0.06384375 500 AP ~ 1.04 AP Ratio // 1.03809375 + 0.6721875 600 AP ~ 1.11 AP Ratio // 1.1053125 + 0.07059375 700 AP ~ 1.18 AP Ratio // 1.17590625 800 AP ~ 1.22 AP Ratio
... ...
10,000 AP ~ 22.5 AP Ratio
Conclusion: Veigar needs Nami's W.
FUCK EVERYTHING. I calculated the healing, not the damage, for 1st + 3rd bounce combined.
1 AP = 1.16 AP Ratio 100 AP ~ 1.23 AP Ratio 200 AP ~ 1.32 AP Ratio 300 AP ~ 1.41 AP Ratio 400 AP ~ 1.51 AP Ratio 500 AP ~ 1.61 AP Ratio 600 AP ~ 1.72 AP Ratio ... ... 800 AP ~ 1.95 AP Ratio ... ...
That's pretty much right but a few details are off.
Healing is 185 base with a 30% ratio and damage is 230 base with a 50% ratio
so at 800 AP you have
First hit is (230 + 0.5*AP) = 630 damage Second hit is (185+0.3AP) * 1.45 = 616 worth of heal Third hit is (230 + 0.5*AP) *1.45*1.45 = 1325 damage
so total damage is 1975
That translates to an effective ratio of 1.89 or 2.18 depending on if you subtract the base damage once or twice. And that's counting the healing as being worth nothing, but in fact healing an ally for 600 is nothing to sneeze at. Plus that ratio is on a point and click ability that can't miss.
On April 04 2015 02:41 General_Winter wrote: That's pretty much right but a few details are off.
Healing is 185 base with a 30% ratio and damage is 230 base with a 50% ratio
so at 800 AP you have
First hit is (230 + 0.5*AP) = 630 damage Second hit is (185+0.3AP) * 1.45 = 616 worth of heal Third hit is (230 + 0.5*AP) *1.45*1.45 = 1325 damage
so total damage is 1975
That translates to an effective ratio of 1.89 or 2.18 depending on if you subtract the base damage once or twice. And that's counting the healing as being worth nothing, but in fact healing an ally for 600 is nothing to sneeze at. Plus that ratio is on a point and click ability that can't miss.
i hate my life. you know I have to redo this now.
Thanks for pointing that out, fixed now.
the ratio ends up being somewhere in the middle because that 185 is subtracted out 1.7225 times 185 and 185(0.85*0.85)
played a game as bard last night where my team got up super big early and then fucked around a bit and I still only got like 70 chimes despite being able to do whatever I wanted.
the 65 chime upgrade seems overtuned for a close game idk
On April 04 2015 05:03 57 Corvette wrote: So someone posted this in the post-game chat of one of my games, does anyone know what program/site its from? + Show Spoiler +
On April 03 2015 22:50 General_Winter wrote: Nami's W scales cubicly, so once you start getting to high AP 400+ it has by far the best scaling of any spell).
This seems like a bit of a non-sequitur. It has the "best scaling" in terms of effective AP ratio perhaps, but probably not in terms of endgame dps. For single target non-ultimate point-and-click abilities though I definitely can't think of anything better.
Omg, how is this Rivington channel not more popular? I love it how sometimes you can't tell the weird stuff Rivington says because he says it so confidently.
"19 to 6 on the kills as they continue to chock up... those... just getting it!"