with cloth armor+5 pots i could do wraithjack+stealing their red with smite+our wolves, +wraiths, +red + golems + blue +wolves +wraiths without going back
wtf
i didnt even proc alpha strike
Forum Index > LoL Strategy |
Junglers, don't worry about the exp mastery so far down in the Utility tree. Riot plans to buff jungle minion experience. | ||
freelander
Hungary4707 Posts
with cloth armor+5 pots i could do wraithjack+stealing their red with smite+our wolves, +wraiths, +red + golems + blue +wolves +wraiths without going back wtf i didnt even proc alpha strike | ||
Prinate
United States182 Posts
There are a few people talking about gold cost for masteries, but I haven't seen a real list. Plus, I expect quite a few people don't fully understand the concept. So below is a quick explanation and the basic stats for most masteries. Masteries listed as N/A or ?? mean that either there isn't a good comparison, value is too variable, or I simply didn't want to do the math. If any mathcrafters have suggestions or see an error, let me know. Explanation: The simplest way to look at the value of the masteries is with replacement/opportunity cost. The idea being that if you do not take mastery X, what would it cost you in the game to make up for that stat (assuming you want it). An example: Say that I know I want AD on my champion. In game, the simplest/easiest direct way to get the stat is a long sword. 10 AD, 415 gold. This means that each point of AD is worth 41.5 gold. So each point in the Brute Force (+1AD) is equivalently worth 41.5 gold. Yes, there are more efficient purchases later in the game, but we are looking for direct comparisons when possible. Stats with ** mean they had to be derived from an item with more than 1 stat, but this is still the most direct source that I can find and still calculates. Some stats can't be derived at all. Stats with ^^ mean they were derived from replacing the mastery benefit with runes. This is... fuzzy math at best. Offense: T1 Summoner's Wrath: N/A T1 Brute Force (+1/2/3 Attack Damage): 41.5g/pt T1 Mental Force (+1/2/3/4 Ability Power): 21.75g/pt T1 Butcher (basic atk: 2/4 bonus damage to min/mon): ?? T2 Alacrity (+1.5/3/4.5/6% attack speed): 42g/pt T2 Sorcery (+1/2/3/4% Cooldown reduction): 32.2g** /pt T2 Demolitionist (Basic atk deal 10 bonus damage to towers): N/A T3 Deadliness (+1/2/3/4% Crit chance): 50g/pt T3 Weapon Expertise (+10% ARpen): 157.g** /pt T3 Arcane Knowledge (+10% MRpen): 193g** /pt T3 Havoc (Inc damage by .5/1/1.5%): ?? T4 Lethality (10% crit dmg): N/A (Unless compared to furor runes. IE math doesn't work) T4 Vampirism (1/2/3% Life steal): 37.5g/pt T4 Blast (0.25/0.5/0.75/1 AP/lvl = 4.5/9/13.5/18 AP at 18): At lvl 1, 5.4375g/pt. At lvl 6, 32.625g/pt. At lvl 12, 65.25g/pt. At lvl 18, 97.875g/pt [Per AP calcs] T5 Sunder (+2/4/6 Arpen): N/A (Item calc w/ Brutalizer doesn't work. Could compare ARpen runes) T5 Archmage (Inc AP 1.25/2.5/3.75/5%) At 50 AP: .625 bonus AP, 13.6g/pt. At 100 AP: 1.25 ap, 27.2g/pt. At 200 AP: 2.5ap, 54.4g/pt. At 300AP: 3.75ap, 81.56g/pt. At 400ap: 108.75g/pt [Per AP rates, given at various levels, per point] T6 Executioner (Inc damage by 6% vs targets w/ <40% health): N/A Defense: T1 Summoner's Resolve: N/A T1 Resistance (+2/4/6 Mres): 33.3g/pt T1 Hardiness (+2/4/6 Armor): 33.3g/pt T1 Tough Skin (Reduces min/mon dmg by 1/ 2): ?? T2 Durability (+1.5/3/4.5/6 Health/lvl = 27/54/81/108 health at 18): At lvl 1: 4g/pt. At lvl 6: 23.76g/pt. At lvl 12: 47.52g/pt. At lvl 18: 71.28g/pt [Per health rates] T2 Vigor (+1/2/3 Hp5): 31.25g/pt (29g/pt compared to regrowth pendant) T3 Indomitable (Reduces inc damage by 1/ 2): ?? T3 Veteran's scars (+30 health): 79.17g/pt T3 Evasion (Reduces dmg by AOE by 1/2/3%): N/A T3 Bladed Armor (Returns 6 dmg against min/mon attacks): N/A T4 Siege Commander (Reduces armor of towers by 10): N/A T4 Initiator (Increases move speed by 1/2/3% when >70% health): Rune cost: 45.76g^^/pt . (Boots value default equivalent to ~21-23g/pt at base movement speed) T4 Enlightenment (+.15/.3/.45% CDR/lvl = 2.7/5.4/8.1% CDR at 18): At lvl 1: 4.83g**/pt. At lvl 6: 29g**/pt. At lvl 12: 58g**/pt. At lvl 18: 87g**/pt. T5 Honor Guard (Reduces dmg taken by .5/1/1.5%): N/A T5 Mercenary (Gain 8/16/24 gold per kill/assist): N/A T6 Juggernaut (Inc max health by 3%, reduces duration of disables by 10%): Utility: T1 Summoner's Insight: N/A T1 Good Hands (Reduces time spent dead by 4/7/10%): N/A T1 Expanded Mind (+4/8/12 mana/lvl = 72/144/216 mana at 18 or 4/7/10 energy): At lvl 1: 8g/pt. At lvl 6: 48g/pt. At lvl 12: 96g/pt. At lvl 18: 144g/pt. T1 Improved Recall: N/A T2 Swiftness (+.5/1/1.5/2% move speed): N/A (Could compare quints. Boots value default equivalent to ~21-23g/pt at base movement speed) T2 Meditation (+1/2/3 mp5): 60g/point (55.7g/pt compared to Meki Pendant) T2 Scout (Increase vision range of wards by 5%): N/A T3 Greed (.5/1/1.5/2 Gp10): 16.5g**/pt T3 Transmutation (+1/2/3% spell vamp): 22g**/pt T3 Runic Affinity (Duration inc of monster buff by 20%): N/A T4 Wealth (Increases starting gold by 20/40): N/A T4 Awareness (Increases exp gained by 1.25/2.5/3.75/5%): Rune cost: 51.48g^^/pt. 3 quint spots required to match opportunity (quints give 6%.) Used flat health quint as default value of quint spot. T4 Sage (Gain 40 bonus exp per kill/assist): N/A T5 Perseverance (Increases health/mana regen by 3/6/9%): N/A T5 Intelligence (+2/4/6% CDR): 64.4g** /pt T6 Mastermind (Reduces CD of summoner spells by 15%): N/A | ||
Awesomo
Netherlands206 Posts
![]() But i saved the shit out of those masteries. | ||
Unentschieden
Germany1471 Posts
@ above: it´s a bug in the display, not the stat allocation unfortunately. You can´t cheat yourself better stats ingame, illegal points are threated as unspend. | ||
freelander
Hungary4707 Posts
On November 17 2011 03:47 Awesomo wrote: I don't even know how i did this, ![]() But i saved the shit out of those masteries. OP i call abuse right there | ||
spinesheath
Germany8679 Posts
You can't value Wealth properly? Funneh. | ||
Chairman Ray
United States11903 Posts
On November 17 2011 03:47 Awesomo wrote: I don't even know how i did this, ![]() But i saved the shit out of those masteries. FIGURE IT OUT, I NEED A 30/30/30 PAGE! | ||
Gooey
United States944 Posts
On November 17 2011 03:47 Awesomo wrote: I don't even know how i did this, ![]() But i saved the shit out of those masteries. UHHHH that is bugged as fuck... I wonder if RIOT is aware of this yet? That needs to be patched like asap... | ||
mOnion
United States5651 Posts
jungle tryndamere is incredibly strong now, along with most of the junglers that favored offensive trees: pirate, lee sin, ww, kinda trundle, kinda noc, kinda udyr. for champs that need 6, like noc or ww, I'm getting it like almost 45 seconds faster with the bolstered neutral xp and mastery buffs. this is also with mostly old school rune setups, but I'm replacing previously needed arm/pen and armor with things like atk spd and dodge. times are still mostly hindered by small camp respawn timers. pretty sure you can jungle on whoever the fuck you want now. this is so much fucking work T_______T I've probably made 50 customs by now. | ||
Slayer91
Ireland23335 Posts
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sylverfyre
United States8298 Posts
On November 17 2011 04:14 Gooey wrote: Show nested quote + On November 17 2011 03:47 Awesomo wrote: I don't even know how i did this, ![]() But i saved the shit out of those masteries. UHHHH that is bugged as fuck... I wonder if RIOT is aware of this yet? That needs to be patched like asap... Edit: Removing reproduction of this bug for now. PMing Moonbear instead. Don't want to publicize it. | ||
mOnion
United States5651 Posts
On November 17 2011 04:22 Slayer91 wrote: Why do you bother making customs? Everyone gets the same talents so everyones going to get a similar enough benefit but obviously the weaker ones and the ones relying less on magic damage are going to do better. Just play games and have fun. wut? there has been a big change to neutral experience and damage outputs and runes roles. This leads to altered jungle routes which I'm trying to figure out. Champions that previously relied on sustained routes (using stonewall terminology cuz its most accurate) by doing small camps starting wolves then shopping before blue, may now be able to do a manlier route like ww by starting mini gol and small camping all the way through blue, and either shopping if needed or heading back to small gols after. this is why i custom. new mastery tree is incredibly game changing, in addition to the other patch fixes. edit: not to say I'm not having fun doing this, it's just a lot of work but exciting to find new routes at the same time. adds new life to literally every jungler. | ||
Prinate
United States182 Posts
On November 17 2011 03:56 spinesheath wrote: @Prinate: You can't value Wealth properly? Funneh. Glad to see this work is gonna lead to productive conversations. Hue hue hue... On November 17 2011 03:47 Unentschieden wrote: It´s misleading though since you spend mastery points on them, not gold. On top of that the Tier structure means that a given mastery only competes with equal and lower tiered mastery points, never higher ones. It's only misleading if you value the masteries by thinking this is the only method, which no one should (and you obviously don't). However it's still a valid argument to gauge the relative value of an attribute and assist people in choosing masteries. As for mastery points valued as gold, that's not misleading. Again, the value is in replacement/opportunity cost. If I don't take AD in my masteries but I know I'll need it in game, well how am I eventually going to get that AD? Gold. If I took something other than AD but have a goal to hit X AD, well then how far back did I just set myself? ~120 gold if I skipped brute force. Was what I took instead worth it? Well now I have a chart to help me consider such a thing... | ||
wei2coolman
United States60033 Posts
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mOnion
United States5651 Posts
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JBright
Vancouver14381 Posts
On November 17 2011 04:32 mOnion wrote: also why does the forum header say riot "plans" to buff neutral xp? Haven't they already done this? ![]() They did. This thread was just started before the official patch so people were still wondering how necessary the exp gain mastery will be. | ||
Mogwai
United States13274 Posts
just me ranting about this shit | ||
mOnion
United States5651 Posts
On November 17 2011 04:37 JBright wrote: Show nested quote + On November 17 2011 04:32 mOnion wrote: also why does the forum header say riot "plans" to buff neutral xp? Haven't they already done this? ![]() They did. This thread was just started before the official patch so people were still wondering how necessary the exp gain mastery will be. Ah, ya that's totally obvious lol my bad | ||
koreasilver
9109 Posts
On November 17 2011 04:37 Mogwai wrote: http://na.leagueoflegends.com/board/showthread.php?p=17301441 just me ranting about this shit tl;dr, huehuehuehue | ||
Two_DoWn
United States13684 Posts
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