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[Patch 5.19] League of Legends General Discussion - Page 6

Forum Index > LoL General
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Goumindong
Profile Joined February 2013
United States3529 Posts
October 01 2015 01:13 GMT
#101
Sufficiency you do realize that if crit is memory less it has all the problems indescribed necessarily right? I find it funny your suggesting that without realizing what it means
wei2coolman
Profile Joined November 2010
United States60033 Posts
October 01 2015 01:16 GMT
#102
On October 01 2015 10:01 Amarok wrote:
For the people defending Crit, do you actually think having Crit (pseudo random or otherwise) is preferable to just having "Increases auto-attack damage by X%" where X is the Crit chance of the item? Would the game be better or worse if Crit was changed in that way?

Assuming you changed procs that work off Crit to scale correctly (IE, Frenzy mastery, crit damage runes) I don't see how it could be anything but an improvement. So why defend Crit?

I mentioned it earlier, it creates a "threat" in the midgame. For example if you plan on trying to dive botlane 3v2, and the enemy adc has the threat of "crit" from an IE, it makes the dive significantly more risky, than if he was just to have "auto attack damage by x%" where X is equal to the damage difference in DPS via IE crit, because of the RNG of crit chance having a variable to do more damage than expected. Thus you need to play around the idea of assumed "worst case" scenario.
liftlift > tsm
Caiada
Profile Joined January 2015
United States3052 Posts
Last Edited: 2015-10-01 01:28:01
October 01 2015 01:16 GMT
#103
The "+X% damage to AAs" is boring. AD without the ability scaling. May as well not exist at that point. It works for Ashe because there is actual interaction with the slow.

On October 01 2015 10:16 wei2coolman wrote:
Show nested quote +
On October 01 2015 10:01 Amarok wrote:
For the people defending Crit, do you actually think having Crit (pseudo random or otherwise) is preferable to just having "Increases auto-attack damage by X%" where X is the Crit chance of the item? Would the game be better or worse if Crit was changed in that way?

Assuming you changed procs that work off Crit to scale correctly (IE, Frenzy mastery, crit damage runes) I don't see how it could be anything but an improvement. So why defend Crit?

I mentioned it earlier, it creates a "threat" in the midgame. For example if you plan on trying to dive botlane 3v2, and the enemy adc has the threat of "crit" from an IE, it makes the dive significantly more risky, than if he was just to have "auto attack damage by x%" where X is equal to the damage difference in DPS via IE crit, because of the RNG of crit chance having a variable to do more damage than expected. Thus you need to play around the idea of assumed "worst case" scenario.


Also all very true.

My completely unformed/iterated proposition was something along the lines of guaranteed crit as an item stat. For example you'd pick up IE and you wouldn't get '20% chance to do blah', you'd get 'your 5th AA within X seconds does blah'. The issues I immediately saw were that it would stack strangely (does everything have 1 in 5 and you get an additional 1 in 5? And so on. What about Tforce's crit? Is 1 in 10 the base, when 1 in 10 wouldn't actually even really be useful? How useful is 10% crit right now?) and that it creates a strange counterintuitive trading minigame for some ADCs (it would only be on full ADC items and things like Shiv, but how would it interact with Caitlyn itemization, Vayne itemization? and so forth.) I also don't think AD mains would like it, lol.

I've already basically concluded that they're changing the entirety of core AD itemization from what they've said (or god I hope they are because it's a fucking wasteland of design choices right now), it's just a question of how far they're going and what idea they have.
XDG Mata
Gahlo
Profile Joined February 2010
United States35174 Posts
October 01 2015 01:19 GMT
#104
On October 01 2015 10:16 wei2coolman wrote:
Show nested quote +
On October 01 2015 10:01 Amarok wrote:
For the people defending Crit, do you actually think having Crit (pseudo random or otherwise) is preferable to just having "Increases auto-attack damage by X%" where X is the Crit chance of the item? Would the game be better or worse if Crit was changed in that way?

Assuming you changed procs that work off Crit to scale correctly (IE, Frenzy mastery, crit damage runes) I don't see how it could be anything but an improvement. So why defend Crit?

I mentioned it earlier, it creates a "threat" in the midgame. For example if you plan on trying to dive botlane 3v2, and the enemy adc has the threat of "crit" from an IE, it makes the dive significantly more risky, than if he was just to have "auto attack damage by x%" where X is equal to the damage difference in DPS via IE crit, because of the RNG of crit chance having a variable to do more damage than expected. Thus you need to play around the idea of assumed "worst case" scenario.

Honestly, that's just a result of the shit state of marksmen with "I need 2 items to be good against low durability targets/tower and 3 items to be good against tanks."
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2015-10-01 01:20:40
October 01 2015 01:20 GMT
#105
On October 01 2015 10:13 Goumindong wrote:
Sufficiency you do realize that if crit is memory less it has all the problems indescribed necessarily right? I find it funny your suggesting that without realizing what it means


I don't think you know what it means =\

We get it. You are an economist. But googling the topic for 2 seconds then splitting out jargons doesn't mean anything nor does it demonstrate that you know anything. I think we have gone through this too many times already.
https://twitter.com/SufficientStats
killerdog
Profile Joined February 2010
Denmark6522 Posts
October 01 2015 01:26 GMT
#106
On October 01 2015 08:53 wei2coolman wrote:
Show nested quote +
On October 01 2015 08:41 nafta wrote:
Lol there is no skill in playing around crit %. Anyone competent can look at it and decide if it is a good risk to take.

Honestly riot have said a lot of things so not really sure if I believe such a thing exists. They also added being able to flash inbetween being ccd in s2(as in there were patch notes that said they added it intentionally) and later said that it was a bug.

Are you saying poker takes no skill?

The only skill there is working out when a gamble is worth it and when it isn't, which is what you explicitly told me to not do like 2 posts ago...
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2015-10-01 01:28:46
October 01 2015 01:26 GMT
#107
On October 01 2015 10:19 Gahlo wrote:
Show nested quote +
On October 01 2015 10:16 wei2coolman wrote:
On October 01 2015 10:01 Amarok wrote:
For the people defending Crit, do you actually think having Crit (pseudo random or otherwise) is preferable to just having "Increases auto-attack damage by X%" where X is the Crit chance of the item? Would the game be better or worse if Crit was changed in that way?

Assuming you changed procs that work off Crit to scale correctly (IE, Frenzy mastery, crit damage runes) I don't see how it could be anything but an improvement. So why defend Crit?

I mentioned it earlier, it creates a "threat" in the midgame. For example if you plan on trying to dive botlane 3v2, and the enemy adc has the threat of "crit" from an IE, it makes the dive significantly more risky, than if he was just to have "auto attack damage by x%" where X is equal to the damage difference in DPS via IE crit, because of the RNG of crit chance having a variable to do more damage than expected. Thus you need to play around the idea of assumed "worst case" scenario.

Honestly, that's just a result of the shit state of marksmen with "I need 2 items to be good against low durability targets/tower and 3 items to be good against tanks."

That is partialy it, it's a result of a powercurve created by multiplicative scaling. I think champions like the new one (Kindred right?), is trying to do away with that. Adding a lot more innate power that doesn't require crit scaling.

On October 01 2015 10:26 killerdog wrote:
Show nested quote +
On October 01 2015 08:53 wei2coolman wrote:
On October 01 2015 08:41 nafta wrote:
Lol there is no skill in playing around crit %. Anyone competent can look at it and decide if it is a good risk to take.

Honestly riot have said a lot of things so not really sure if I believe such a thing exists. They also added being able to flash inbetween being ccd in s2(as in there were patch notes that said they added it intentionally) and later said that it was a bug.

Are you saying poker takes no skill?

The only skill there is working out when a gamble is worth it and when it isn't, which is what you explicitly told me to not do like 2 posts ago...

What I said is, there are solutions to dealing with a gamble. If you have higher crit chance than the enemy, then you should play out the 1v1 gamble. If you don't have higher crit chance ,than you should avoid the gamble.

Knowing when to play the hand you're dealt is a poker skill as well.
liftlift > tsm
Goumindong
Profile Joined February 2013
United States3529 Posts
October 01 2015 02:34 GMT
#108
On October 01 2015 10:20 Sufficiency wrote:
Show nested quote +
On October 01 2015 10:13 Goumindong wrote:
Sufficiency you do realize that if crit is memory less it has all the problems indescribed necessarily right? I find it funny your suggesting that without realizing what it means


I don't think you know what it means =\

We get it. You are an economist. But googling the topic for 2 seconds then splitting out jargons doesn't mean anything nor does it demonstrate that you know anything. I think we have gone through this too many times already.

I am quite familiar with markov chains thank you very much. Do you know what memoryless means?
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2015-10-01 02:39:43
October 01 2015 02:38 GMT
#109
Is it just me, or did they mess up resolution on a bunch of different icons in the HUD? It already drove me crazy that the teleport icon is low resolution in the loading screen. It might be a loading bug if you tab out, but either way it's annoying because I feel like I'm going blind or something.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
October 01 2015 03:45 GMT
#110
sufficiency and goumindong having a go at each other is a fucking riot jesus christ please continue discussing this
Bronze player stuck in platinum
TheHumanSensation
Profile Joined September 2010
Canada1210 Posts
October 01 2015 03:52 GMT
#111
On October 01 2015 12:45 Nos- wrote:
sufficiency and goumindong having a go at each other is a fucking riot jesus christ please continue discussing this


They should settle it with a deathmatch - first to crit wins.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2015-10-01 06:11:23
October 01 2015 05:32 GMT
#112
On October 01 2015 12:52 TheHumanSensation wrote:
Show nested quote +
On October 01 2015 12:45 Nos- wrote:
sufficiency and goumindong having a go at each other is a fucking riot jesus christ please continue discussing this


They should settle it with a deathmatch - first to crit wins.

Oh god.

Anywho a markov chain is memoryless which means that the outcome depends only on the immediate state.

Which is to say that the state is "crit" or "not crit" of only the prior attack and each of crit/not crit has a different probability of critting.

Which is to say that suppose the two ADs start with crit/not crit and not crit/not crit. At this point the two ADs are in the same state and so their future expectations are precisely the same. So unless no/no and crit/no. (Or crit/crit no/crit) cannot happen* then a markov chain produces the same problems expressed earlier. Because crit/no + E(future attacks). > no/no+ E(future attacks)

Because markov chains are memoryless and that is what memoryless means.

*and even if it can't so long as the initial state is effectively random you still have the problems as shown earlier in the thread. Since the fully deterministic 50% crit markov chain is simply 0,1 for row 0 and 1,0 for row 1 and we already know the outcome for that.

Edit2: Since this is so much fun lets define the problem very specifically.

There is a function for the RNG. It follows some form, geometric, whatever, doesn't matter. What matters is that it generates a count of crits over a number of attacks/time

Such P(Count[crit%, t]=Count[crit%,t]) =/= 1 for any t. That is, given any time period that a fight might exist in, it is not the case that two players with the same critical strike rate will always have the same amount of crits.

If this is the case then we can talk about the advantage of a fight as a binary system. It produces an advantage for one side when Count[crit%, t]=/=Count[crit%,t]* and records a 1, and doesn't when Count[crit%, t]=Count[crit%,t] and produces a zero. Now we have independent binary distribution for each fight, and we can start talking about how likely it is that crit will effect a fight.

And since we know that the probability of not hitting a 1 at least once is zero as you continue to run random numbers on a binary distribution we know that no matter the RNG function they use it must be the case that, so long as everyone doesn't always crit the same over any time period that a fight might possibly exist in that the randomness in crits is effecting the game

*we might instead talk about the relative advantage in crit count relative to expected for two different players. But this is more or less the same thing but easier to write
Alaric
Profile Joined November 2009
France45622 Posts
October 01 2015 07:34 GMT
#113
On October 01 2015 10:19 Gahlo wrote:
Show nested quote +
On October 01 2015 10:16 wei2coolman wrote:
On October 01 2015 10:01 Amarok wrote:
For the people defending Crit, do you actually think having Crit (pseudo random or otherwise) is preferable to just having "Increases auto-attack damage by X%" where X is the Crit chance of the item? Would the game be better or worse if Crit was changed in that way?

Assuming you changed procs that work off Crit to scale correctly (IE, Frenzy mastery, crit damage runes) I don't see how it could be anything but an improvement. So why defend Crit?

I mentioned it earlier, it creates a "threat" in the midgame. For example if you plan on trying to dive botlane 3v2, and the enemy adc has the threat of "crit" from an IE, it makes the dive significantly more risky, than if he was just to have "auto attack damage by x%" where X is equal to the damage difference in DPS via IE crit, because of the RNG of crit chance having a variable to do more damage than expected. Thus you need to play around the idea of assumed "worst case" scenario.

Honestly, that's just a result of the shit state of marksmen with "I need 2 items to be good against low durability targets/tower and 3 items to be good against tanks."

Save for those who start with Triforce or BotRK, figures.
Cant take LMS hipsters serious.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
October 01 2015 08:05 GMT
#114
On October 01 2015 14:32 Goumindong wrote:
Show nested quote +
On October 01 2015 12:52 TheHumanSensation wrote:
On October 01 2015 12:45 Nos- wrote:
sufficiency and goumindong having a go at each other is a fucking riot jesus christ please continue discussing this


They should settle it with a deathmatch - first to crit wins.

Oh god.

Anywho a markov chain is memoryless which means that the outcome depends only on the immediate state.

Which is to say that the state is "crit" or "not crit" of only the prior attack and each of crit/not crit has a different probability of critting.

Which is to say that suppose the two ADs start with crit/not crit and not crit/not crit. At this point the two ADs are in the same state and so their future expectations are precisely the same. So unless no/no and crit/no. (Or crit/crit no/crit) cannot happen* then a markov chain produces the same problems expressed earlier. Because crit/no + E(future attacks). > no/no+ E(future attacks)

Because markov chains are memoryless and that is what memoryless means.

*and even if it can't so long as the initial state is effectively random you still have the problems as shown earlier in the thread. Since the fully deterministic 50% crit markov chain is simply 0,1 for row 0 and 1,0 for row 1 and we already know the outcome for that.

And how is this relevant when it's already been established that riots crit code is not, in fact, memoryless?

I like crit, some randomness is good for a game, any and all anectodes mentioned about how crit change the outcome of a game mean nothing because if all it took was a crit then the game was clearly close enough to be fair either way. Who the hell wants to play a game that is 100% deterministic anyway?
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
M2
Profile Joined December 2002
Bulgaria4186 Posts
October 01 2015 08:10 GMT
#115
I think Riot said that their next major rework will be on ADC role gameplay, not just some twitches but major rework. Most likely its safe to assume that crit chance will be digested there
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2015-10-01 08:19:33
October 01 2015 08:13 GMT
#116
On October 01 2015 17:05 Osmoses wrote:
Show nested quote +
On October 01 2015 14:32 Goumindong wrote:
On October 01 2015 12:52 TheHumanSensation wrote:
On October 01 2015 12:45 Nos- wrote:
sufficiency and goumindong having a go at each other is a fucking riot jesus christ please continue discussing this


They should settle it with a deathmatch - first to crit wins.

Oh god.

Anywho a markov chain is memoryless which means that the outcome depends only on the immediate state.

Which is to say that the state is "crit" or "not crit" of only the prior attack and each of crit/not crit has a different probability of critting.

Which is to say that suppose the two ADs start with crit/not crit and not crit/not crit. At this point the two ADs are in the same state and so their future expectations are precisely the same. So unless no/no and crit/no. (Or crit/crit no/crit) cannot happen* then a markov chain produces the same problems expressed earlier. Because crit/no + E(future attacks). > no/no+ E(future attacks)

Because markov chains are memoryless and that is what memoryless means.

*and even if it can't so long as the initial state is effectively random you still have the problems as shown earlier in the thread. Since the fully deterministic 50% crit markov chain is simply 0,1 for row 0 and 1,0 for row 1 and we already know the outcome for that.

And how is this relevant when it's already been established that riots crit code is not, in fact, memoryless?

I like crit, some randomness is good for a game, any and all anectodes mentioned about how crit change the outcome of a game mean nothing because if all it took was a crit then the game was clearly close enough to be fair either way. Who the hell wants to play a game that is 100% deterministic anyway?


What kind of logic is it that it's ok for close games to be decided by chance? In a game where a vast majority of games are stomps pretty much decided from the start, that has to be the most frustrating possible. Why should the few games which actually have the chance to be carried by one or two amazing displays of skill be reduced to being rng'd? That has to be the least player satisfying approach to game design i've heard so far :o

If you get a game where it's neck and neck for 30-40 minutes, do you really thing the best way to end that is with a coinflip, and not with someone pulling off a crazy outplay? Having a super close tense game get decided based off a lucky crit/series of crits is absolutely terrible for the loser, and really not fun/gratifying for the winner either...
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
Last Edited: 2015-10-01 08:35:34
October 01 2015 08:31 GMT
#117
What are these amazing displays of skill and crazy outplays you're talking about? The WHOLE reason why close fights are exciting is because you can't tell how they're gonna end and the ONLY reason you can't tell is randomness. Crazy outplays happen because someone juked left when the opponent thought they would juke right, there is literally no difference between that and crit. When the juke works everybody yells "DAT META" but nobody says a word when it fails.

Every decision you make in a game that has RNG is a calculated risk, from the behaviour of the enemy team to diving a weak adc that has 5% crit. Sometimes you lose even when the odds were in your favor, but if that wasn't the case the game would be boring as shit, wouldn't it?
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2015-10-01 08:47:28
October 01 2015 08:41 GMT
#118
On October 01 2015 17:31 Osmoses wrote:
What are these amazing displays of skill and crazy outplays you're talking about? The WHOLE reason why close fights are exciting is because you can't tell how they're gonna end and the ONLY reason you can't tell is randomness. Crazy outplays happen because someone juked left when the opponent thought they would juke right, there is literally no difference between that and crit. When the juke works everybody yells "DAT META" but nobody says a word when it fails.

Every decision you make in a game that has RNG is a calculated risk, from the behaviour of the enemy team to diving a weak adc that has 5% crit. Sometimes you lose even when the odds were in your favor, but if that wasn't the case the game would be boring as shit, wouldn't it?

Did you actually just say that there is "literally no difference between an outplay and a crit"
Fildun
Profile Joined December 2012
Netherlands4124 Posts
October 01 2015 08:55 GMT
#119
These last 3 pages are probably the most cancerous of the year. Holy shit guys.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
October 01 2015 08:57 GMT
#120
Did you actually compare dodging skillshots to rng? I can't even
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