getting to 80p5 is a challenge in itself. You're going to run into item slot problems long before cost efficency becomes a thing.
[TL R&D] T.R.O.L.L.S. - Page 36
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Sermokala
United States13736 Posts
getting to 80p5 is a challenge in itself. You're going to run into item slot problems long before cost efficency becomes a thing. | ||
Seuss
United States10536 Posts
The exercise is mostly for Sc2eleazar's benefit, but anyone else who wants to take a crack at it is welcome. | ||
Arekan
United States248 Posts
Base mana regen at level 11 = 15.2 Mana regen from masteries = 3 Mana regen from runes= 22.14 9 Flat mana regen reds= 2.34 9 Scaling yellows= 6.435 at level 11 9 Scaling Blues= 5.445 at level 11 3 Scaling Quints= 7.92 at level 11 Total before items = 40.34 The items used are Chalice (7 mp5), Tear (7 mp5), Mana Manipulator (6 mp5), Eleisa's Miracle (15 mp5), and 2 Faerie Charms (3 mp5 each). The total after these items is 41 mp5, which brings total mp5 to 81.34 | ||
jaybrundage
United States3921 Posts
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Seuss
United States10536 Posts
On February 21 2013 13:49 Arekan wrote: While taking this to the extreme (not ever going to be used in a game by someone sane) within the parameters, I came up with 3450 gold total. Base mana regen at level 11 = 15.2 Mana regen from masteries = 3 Mana regen from runes= 22.14 9 Flat mana regen reds= 2.34 9 Scaling yellows= 6.435 at level 11 9 Scaling Blues= 5.445 at level 11 3 Scaling Quints= 7.92 at level 11 Total before items = 40.34 The items used are Chalice (7 mp5), Tear (7 mp5), Mana Manipulator (6 mp5), Eleisa's Miracle (15 mp5), and 2 Faerie Charms (3 mp5 each). The total after these items is 41 mp5, which brings total mp5 to 81.34 Very close, but it can be done using only 3110g. | ||
red_
United States8474 Posts
You could hit the 80mp5 cheaper but it would be without Chalice, and obviously the purpose there is to maximize Chalice's regenerative effect when not at 100% mana so it wouldn't be ideal. | ||
Wrag
France124 Posts
On February 21 2013 14:32 Seuss wrote: Very close, but it can be done using only 3110g. Swapping the tear for another manipulator takes 595 gold off that build for 80.34 mp5. But i guess the goal was to sustain heavy skill usage to charge said tear... Edit: Used outdated source for tear cost, so that would be -300g | ||
Sc2eleazar
United States70 Posts
Side note: if you hit 17% cdr the cost of the rotation goes down 40 mp5 from ~160 to ~120 | ||
Seuss
United States10536 Posts
On February 21 2013 20:49 Wrag wrote: Swapping the tear for another manipulator takes 595 gold off that build for 80.34 mp5. But i guess the goal was to sustain heavy skill usage to charge said tear... Edit: Used outdated source for tear cost, so that would be -300g Because all of Mana Manipulator's regen is in the aura you can't use two of them at once. On February 21 2013 23:51 Sc2eleazar wrote: I was in bed for most of the discussion on my assignment so I apologize for not chiming in sooner. I'm assuming tear/chalice are assumed necessary based on context. Charms are cheapest mp5 at 60g per mp5 hence piggybacking off arekan's number (I was going to go same route just hasn't mathed yet) I would need another 26 mp5 which isn't slot possible (9 charms for 1620 which puts us at a net ~3200 gold. Eleissa's saves us 5 slots after absorption at the cost of another 200 gold for 3400 gold total. Final build chalice/tear/charm x4/ absorbed eleissa's. Side note: if you hit 17% cdr the cost of the rotation goes down 40 mp5 from ~160 to ~120 I wasn't assuming Tear, only Chalice/Grail. So my setup, for those who wish to spoil the answer, was + Show Spoiler + exactly the same as yours, except with a Mana Manipulator in place of the Tear. In any case, the point of this exercise was to demonstrate how non-trivial it is to stack mana regen. In order to reach the 80 Mp5 mark we had to devote every single rune and item slot to mana regeneration. In a real game that's essentially suicide (especially if you're spamming abilities purely for the sake of stacking instead of strategically). It's technically doable, but it isn't remotely practical. | ||
Roffles
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Pitcairn19291 Posts
On February 21 2013 09:36 Seuss wrote: Homework Assignment: Find the cheapest build necessary to reach 80 mp5 without Blue buff before Chalice/Grail's passive is accounted for (be sure to include Chalice or Grail in the build). Assume Kog'maw is level 11. + Show Spoiler + Yes, there is a cheapest build, and I know what it is. Fuck you, just tell me plz. | ||
Sermokala
United States13736 Posts
Roffles. | ||
Roffles
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Pitcairn19291 Posts
On February 22 2013 01:10 Sermokala wrote: To use the word ironicaly. Roffles. I saw him post it. I not blind. I just too lazy to do homework like a lotta other kids, so why not just have the professor post his answer key? | ||
Ketara
United States15065 Posts
I imagine AP Kog could do it pretty quick too if he had blue buffs, but that's no guarantee. | ||
Roffles
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Pitcairn19291 Posts
On February 22 2013 01:26 Ketara wrote: As a note on Tear, I've charged it on Urgot before in 10-11 minutes. He can probably do it fastest because if you have a Soraka or a blue buff you can just spam your Q button till your keyboard breaks. How u beat blue buff karthus? | ||
Ketara
United States15065 Posts
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Seuss
United States10536 Posts
On February 22 2013 01:21 Roffles wrote: I saw him post it. I not blind. I just too lazy to do homework like a lotta other kids, so why not just have the professor post his answer key? I'm just going to stand here by the chalkboard while the class stares at you. On February 22 2013 01:28 Ketara wrote: They're probably the same speed because of the internal 2 second timer on Tear. If I recall correctly that's not how Tear works. Tear gains a charge every 3 seconds, up to 3. The only cooldown is the time between charges. | ||
Ketara
United States15065 Posts
It's funny though because the bar is actually bugged. It can charge when it's 75% done or so, but before that it won't. I learned this because if you Urgot Q on cooldown it's too soon to charge it, you have to wait like a third of a second. | ||
Sc2eleazar
United States70 Posts
Given kog's ratios running regen blues/quints may not be a bad idea. | ||
Seuss
United States10536 Posts
On February 22 2013 01:49 Ketara wrote: When you cast a skill a little cooldown bar shows up on the tear item icon, and if you cast another skill during that cooldown bar it doesn't gain any mana. It's funny though because the bar is actually bugged. It can charge when it's 75% done or so, but before that it won't. I learned this because if you Urgot Q on cooldown it's too soon to charge it, you have to wait like a third of a second. The cooldown bar is actually meaningless. Pick Ryze, go into a game, get Tear, do nothing for 10 seconds, then QWE something. Despite the cooldown appearing after Q, you'll still stack mana from W and E. | ||
WaveofShadow
Canada31494 Posts
On February 22 2013 02:07 Seuss wrote: The cooldown bar is actually meaningless. Pick Ryze, go into a game, get Tear, do nothing for 10 seconds, then QWE something. Despite the cooldown appearing after Q, you'll still stack mana from W and E. As far as I know it's not meaningless. There is an internal cooldown but it doesn't appear to work as indicated. It's true if you cast another spell as the cooldown starts you can gain another mana charge but I think it only 'queues up' once. You wouldn't gain two extra charges from W and E in this case, you'd only gain one, to a total of two. | ||
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