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[TL R&D] T.R.O.L.L.S. - Page 36

Forum Index > LoL Strategy
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Sermokala
Profile Blog Joined November 2010
United States14176 Posts
Last Edited: 2013-02-21 00:56:33
February 21 2013 00:47 GMT
#701
flask and pots excluded I assume?

getting to 80p5 is a challenge in itself. You're going to run into item slot problems long before cost efficency becomes a thing.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-02-21 03:56:20
February 21 2013 03:55 GMT
#702
Flasks, Pots, and someone else's Mana Manipulator excluded.

The exercise is mostly for Sc2eleazar's benefit, but anyone else who wants to take a crack at it is welcome.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Arekan
Profile Joined February 2011
United States248 Posts
February 21 2013 04:49 GMT
#703
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
jaybrundage
Profile Joined December 2009
United States3921 Posts
February 21 2013 05:20 GMT
#704
Ok I want to get this out here AP trynd is OP atm. He has way to much sustain consistent dmg. And push power. Also with Lich ban and lots of cdr. His dmg potential is amazing.
The more you sweat in training, the less you bleed in battle.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 21 2013 05:32 GMT
#705
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.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
red_
Profile Joined May 2010
United States8474 Posts
Last Edited: 2013-02-21 06:20:16
February 21 2013 06:16 GMT
#706
Nevermind I think I did bad maths.

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.
How did the experience of working at Mr Burns' Nuclear Plant influence Homer's composition of the Iliad and Odyssey?
Wrag
Profile Joined February 2012
France124 Posts
Last Edited: 2013-02-21 11:52:55
February 21 2013 11:49 GMT
#707
On February 21 2013 14:32 Seuss wrote:
Show nested quote +
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.


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
Profile Joined February 2012
United States70 Posts
February 21 2013 14:51 GMT
#708
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
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 21 2013 15:56 GMT
#709
On February 21 2013 20:49 Wrag wrote:
Show nested quote +
On February 21 2013 14:32 Seuss wrote:
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.


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.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
February 21 2013 16:07 GMT
#710
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.
God Bless
Sermokala
Profile Blog Joined November 2010
United States14176 Posts
February 21 2013 16:10 GMT
#711
To use the word ironicaly.

Roffles.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
February 21 2013 16:21 GMT
#712
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?
God Bless
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2013-02-21 16:28:05
February 21 2013 16:26 GMT
#713
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. Very normal on him to have it fully charged before the 20 minute mark.

I imagine AP Kog could do it pretty quick too if he had blue buffs, but that's no guarantee.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
February 21 2013 16:27 GMT
#714
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?
God Bless
Ketara
Profile Blog Joined August 2010
United States15065 Posts
February 21 2013 16:28 GMT
#715
They're probably the same speed because of the internal 2 second timer on Tear.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-02-21 16:42:40
February 21 2013 16:40 GMT
#716
On February 22 2013 01:21 Roffles wrote:
Show nested quote +
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?


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.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
February 21 2013 16:49 GMT
#717
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.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Sc2eleazar
Profile Joined February 2012
United States70 Posts
Last Edited: 2013-02-21 17:05:43
February 21 2013 17:02 GMT
#718
Although as a more practical build I can see running chalice+tear into a roa and trying to balance cast spam with offensive stats. While you have blue buff you can take advantage of kog's optimal cycle to speed tear stacking. (Blue buff gives all the regen you need to cycle on its own.)

Given kog's ratios running regen blues/quints may not be a bad idea.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 21 2013 17:07 GMT
#719
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.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
February 21 2013 18:20 GMT
#720
On February 22 2013 02:07 Seuss wrote:
Show nested quote +
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.

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.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
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