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Simple Questions, Simple Answers - Page 9

Forum Index > LoL Strategy
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Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
March 19 2013 20:25 GMT
#161
How you get your feeling back after a 3 months absent from the game?
Terran
Seuss
Profile Blog Joined May 2010
United States10536 Posts
March 19 2013 21:21 GMT
#162
Forget any ego you developed from your previous experience and just play until you relearn everything you forgot. Start with the basics and work your way up.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
eParadox
Profile Joined February 2012
Canada132 Posts
March 19 2013 22:17 GMT
#163
Act like you're new to the game and just grind out games. Maybe watch the occasional stream or tournament to keep up with the meta.
Dodge The Hook - Diamond 5 - NA
eParadox
Profile Joined February 2012
Canada132 Posts
Last Edited: 2013-03-19 23:33:46
March 19 2013 23:33 GMT
#164
can someone delete this post
Dodge The Hook - Diamond 5 - NA
NeoGeoOdin
Profile Joined October 2011
Colombia140 Posts
March 20 2013 02:04 GMT
#165
I get curious, a friend of mine plays mordekaiser, he in a normal game, when he gets like the 4 normal items, at that moment on the game he has over 200 AP, and he says that the magic penetration helps to denied that needed of AP, wicht its true, for 200 AP he deals a decends damage.

So here is my question, this normaly occurs with Lux, but also with others AP like Malz and Ahri, i took the risk to make Rabandon's Deathcap, Sonya's Hourglass, Deathfire Grasp, Athenes unholy Grail and soceres Shoes

As u see, this its pure damage, nothing on defese or surviving, like my 6th item (not in order, but in build) i took Void staff

¿With all this much damage, its even needed to make magic penetration like the void staff gives?
Alaric
Profile Joined November 2009
France45622 Posts
March 20 2013 02:43 GMT
#166
Well considering that with a runic bulwark in the team even a squishy will have around 80-100 MR (depending on his runes and his defensive item), he'll almost halve your damage, so even if you have a lot of AP/raw damage your output will be greatly decreased in their case... and that's not even talking about the tanks and bruisers. So, yeah, a void staff is very good later in the game (or even earlier, as a 2nd/3rd item so they are never "safe" from you), especially if you're a burst mage who has to 100-0 a key target to be useful.
Cant take LMS hipsters serious.
Simberto
Profile Blog Joined July 2010
Germany11597 Posts
March 20 2013 05:34 GMT
#167
Just take a look at lux combo, and calculate that stuff.

Lux combo at level 16+ does 260 + 0.7AP + 240 + 0.6AP + 300 + 0.75 AP, for a total of 800 + 2.05 AP.

I'll just grab a few random numbers to see how stuff works out. Lets say you have 300 AP, and your enemy has 100 MR. You also got 8% pen and about 30 Flat pen from runes + masteries + sorc boots.

This means you would do 1415 damage before mitigation, and your enemies resistance would be reduced to 100 * .92 -30 = 62, reducing your magic damage ~38% to a final damage after mitigation of 874.

With a void staff, your magic penetration would increase to 40% + 30 flat, leaving the enemy at 30 MR, thus increasing your combo damage to 1088.

To gain an equal increase in damage against that target, you would need an additional 165 AP over void staff. Obviously no item has that amount of AP, so in this situation, a void staff would be the superior damage choice. If you have more AP, that gap increases, if you have less, it decreases. If the enemy has more MR, the void staff gets comparatively better, if he has less, it gets worse.

I might have been kind of lazy and rounded a few numbers, but the general point still stands, and you can easily calculate that sort of thing yourself for more specific situations.
RouaF
Profile Joined October 2010
France4120 Posts
March 20 2013 12:06 GMT
#168
On March 20 2013 05:17 Zhiroo wrote:
Show nested quote +
On March 20 2013 04:31 Seuss wrote:
Generally speaking scaling is better (save in some niche cases). The breakeven point (where you have approximately equivalent regeneration) is roughly level 5-6. Before you reach that point you will be gaining more mana from flat regeneration runes, but not enough for it to be worthwhile (roughly 200 mana between levels 1 and 6 for Seals).


Thanks for the answer, I bought scaling ones.


You should clearly be running armor runes and not mana runes on supports tho.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2013-03-20 17:40:35
March 20 2013 17:40 GMT
#169
On March 20 2013 21:06 RouaF wrote:
Show nested quote +
On March 20 2013 05:17 Zhiroo wrote:
On March 20 2013 04:31 Seuss wrote:
Generally speaking scaling is better (save in some niche cases). The breakeven point (where you have approximately equivalent regeneration) is roughly level 5-6. Before you reach that point you will be gaining more mana from flat regeneration runes, but not enough for it to be worthwhile (roughly 200 mana between levels 1 and 6 for Seals).


Thanks for the answer, I bought scaling ones.


You should clearly be running armor runes and not mana runes on supports tho.


Dont give answers like this. Runes are highly lane/game conditional. Armor, Gp10, and Manaregen, or a mix would all be common choices depending on situation.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
RouaF
Profile Joined October 2010
France4120 Posts
March 20 2013 18:32 GMT
#170
On March 21 2013 02:40 sob3k wrote:
Show nested quote +
On March 20 2013 21:06 RouaF wrote:
On March 20 2013 05:17 Zhiroo wrote:
On March 20 2013 04:31 Seuss wrote:
Generally speaking scaling is better (save in some niche cases). The breakeven point (where you have approximately equivalent regeneration) is roughly level 5-6. Before you reach that point you will be gaining more mana from flat regeneration runes, but not enough for it to be worthwhile (roughly 200 mana between levels 1 and 6 for Seals).


Thanks for the answer, I bought scaling ones.


You should clearly be running armor runes and not mana runes on supports tho.


Dont give answers like this. Runes are highly lane/game conditional. Armor, Gp10, and Manaregen, or a mix would all be common choices depending on situation.


Let's rephrase this then : on most supports and on nearly all 2v2 bot lanes (which is the standard at non-pro level) you should run AT LEAST yellow armor runes. Regening mana isn't very useful when you're dead and most support can manage their mana well with a charm start. I'd be happy to hear your examples of when it's better to run gp10 or manaregen ;-).
canikizu
Profile Joined September 2010
4860 Posts
March 20 2013 19:02 GMT
#171
In the key binding option, there's a "Only target champion" key. How does it work? It seems to do nothing when I click it.
Simberto
Profile Blog Joined July 2010
Germany11597 Posts
March 20 2013 19:34 GMT
#172
While you hold it down, you can only target champions with targeted abilities, attacks, etc...
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2013-03-20 22:03:09
March 20 2013 21:59 GMT
#173
On March 21 2013 03:32 RouaF wrote:
Show nested quote +
On March 21 2013 02:40 sob3k wrote:
On March 20 2013 21:06 RouaF wrote:
On March 20 2013 05:17 Zhiroo wrote:
On March 20 2013 04:31 Seuss wrote:
Generally speaking scaling is better (save in some niche cases). The breakeven point (where you have approximately equivalent regeneration) is roughly level 5-6. Before you reach that point you will be gaining more mana from flat regeneration runes, but not enough for it to be worthwhile (roughly 200 mana between levels 1 and 6 for Seals).


Thanks for the answer, I bought scaling ones.


You should clearly be running armor runes and not mana runes on supports tho.


Dont give answers like this. Runes are highly lane/game conditional. Armor, Gp10, and Manaregen, or a mix would all be common choices depending on situation.


Let's rephrase this then : on most supports and on nearly all 2v2 bot lanes (which is the standard at non-pro level) you should run AT LEAST yellow armor runes. Regening mana isn't very useful when you're dead and most support can manage their mana well with a charm start. I'd be happy to hear your examples of when it's better to run gp10 or manaregen ;-).


All you have to do is think about the lane, and predict how its going to go. If you are going to be eating or trading a lot of autoattack harass, Armor is very attractive. If you are Sona, you will not have enough mana regen to spam as much as you want until you get chalice or something, its a fact. xpecial and others will run http://www.solomid.net/guides.php?g=48778-xpecial-sona-build-guide mana regens for more spells. If you are alistar, then some mana regen isn't terrible either, you should be either in the back not taking damage and spamming heal, or in allin mode, which should be decisive, usually with a gank. You can see Aphromoo runs a ton of GP10 on him because he's not going to be taking constant damage in most lanes, he's not gonna be going up and meleeing the enemy carry http://www.lolpro.com/guides/alistar/85-alistar-build-guide-support-by-aphromoo.

Janna can play very passive and can also run more Manaregen or more likely Gp10 (due to her nonspammable spells) as she wont be trading damage in many lanes either. Obviously this is all also contingent on the enemy AD. If they are Cait you can count on taking way more auto than if they are Vayne. Also jungle can be taken into account if you are expecting high or low pressure from an AP/AD jungle. And of course the enemy support is hugely important, are they ranged or not, will you be getting harassed by them, and what kind of damage are they going to do

Armor is great on support if you are going to use it. For a simple example I would run armor on thresh 99% of the time, as his staple in lane is his high damage low range auto's, he's gonna get traded back for these and armor helps win the trade. But I could be in a situation vs like Cait sona, or Cait lulu, where i'm gonna get outtraded if I even try to harass (unless they suck), and I could see going for Gp10 in that situation and playing very passive until an opportunity or a gank comes in where I can allin with my hard CC. If I was like a janna vs a soraka lane then no fucking way am I running armor, autoing is gonna be mostly a waste of time and i'f its done its gonna be by the Ad's and its gonna be a farmfest. I'd definitely run gp10 if I had the option.

If you are like lulu vs a melee or short ranged support like blitz or leona you can get in an obscene amount of spell harass from out of their range and they have no innate sustain. So Manaregen could be a really good idea in such a lane.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Ente
Profile Joined October 2010
Germany1795 Posts
Last Edited: 2013-03-20 22:52:25
March 20 2013 22:44 GMT
#174
you HAVE to run armor on support (unless you know you face some weird double ap lane - even there armor would not be bad). If you really really want you can take armor red - I dont recommend it though.
The only option for yellows are: g/10 but as I said there are so many good g/10 options + the g/10 buff which everyone gets for s3 its really not needed.
If you want manaregen take blues, not yellow.

edit: you linked xpecials guide. I dont like it so here are some things:
Armor seals give: 1.41 armor
Manaregen seals give: 0.41 mp/5
MR glyphs give: 1.34 MR
Manaregen Glyphys give 0.31 mp/5

so what he basically does is he trades 0.07 def stat (he could decide to skill 3 into mr instead of 3 into armor) for 0.1 mp/5. He btw also says:
Mana Regen is an option if you are able to survive without the armor, I would only take a few mana regen runes combined with some armor.

so that means he only uses in certain situations. So if you ask what runes you should take you should go with the safe ones and if you get better at the game you might want to transition to different pages - dont start with the weird ones

for the record if you get outtraded you obviously should run armor runes - else you will lose the trades even harder. If you win your lane regardless then you might consider other stuff
and your janna vs soraka example is horrible - as janna you want to pressure a soraka really really hard lvl 1 by perma autoattacking him. I would suggest running AD reds and armor yellows, possibly even AD quints for that matchup
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 20 2013 23:05 GMT
#175
On March 21 2013 07:44 Ente wrote:
you HAVE to run armor on support (unless you know you face some weird double ap lane - even there armor would not be bad). If you really really want you can take armor red - I dont recommend it though.
The only option for yellows are: g/10 but as I said there are so many good g/10 options + the g/10 buff which everyone gets for s3 its really not needed.
If you want manaregen take blues, not yellow.

edit: you linked xpecials guide. I dont like it so here are some things:
Armor seals give: 1.41 armor
Manaregen seals give: 0.41 mp/5
MR glyphs give: 1.34 MR
Manaregen Glyphys give 0.31 mp/5

so what he basically does is he trades 0.07 def stat (he could decide to skill 3 into mr instead of 3 into armor) for 0.1 mp/5. He btw also says:
Show nested quote +
Mana Regen is an option if you are able to survive without the armor, I would only take a few mana regen runes combined with some armor.

so that means he only uses in certain situations. So if you ask what runes you should take you should go with the safe ones and if you get better at the game you might want to transition to different pages - dont start with the weird ones

for the record if you get outtraded you obviously should run armor runes - else you will lose the trades even harder. If you win your lane regardless then you might consider other stuff
and your janna vs soraka example is horrible - as janna you want to pressure a soraka really really hard lvl 1 by perma autoattacking him. I would suggest running AD reds and armor yellows, possibly even AD quints for that matchup


Soraka has 550 range, janna has 475. if you auto soraka out of lane you are playing against some bottom of the barrel players.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Ente
Profile Joined October 2010
Germany1795 Posts
March 20 2013 23:07 GMT
#176
yeah im always playing against terrible players....
seriously you apparently dont know the matchup too well ~.~
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
R11
Profile Blog Joined July 2007
Canada213 Posts
March 21 2013 00:34 GMT
#177
As Shen, how do you weight the benefits of using your ultimate? Like if a lane had already lost pre 6, is it really worth it to use the first ult for saving the person?

I understand not saving the team mate could lead to a lot of negativity but at the same time a well done gank with the jungle could lead to kills and possibily an objective.



Alaric
Profile Joined November 2009
France45622 Posts
March 21 2013 02:45 GMT
#178
On March 21 2013 08:07 Ente wrote:
yeah im always playing against terrible players....
seriously you apparently dont know the matchup too well ~.~

What's the reasoning behind it? Put so much pressure on Soraka (using the shield to get more AD and thus more damage) that she'll have to go defensive and devote a lot of mana and 20s cd heals to get herself back up, so you have a window where the carry is basically 1v2 and then you can force Soraka between healing herself to recover from the pressure, or healing her carry who's getting pressured every time he tries to farm?
Cant take LMS hipsters serious.
Ente
Profile Joined October 2010
Germany1795 Posts
March 21 2013 03:12 GMT
#179
early game a soraka heal is essentially useless (she heals for 80 I believe lvl 1 which is ~1 autoattack) you basically just keep autotrading with janna due to your superior dmg/shielding with the janna shield. With that advantage you might be able to zone the opposing lane from lvl 1 on - this obviously will only work from lvl 1 till maximum of lvl 4 after that sorakas heal will be too strong to keep doing this zoning
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
Swordland
Profile Joined March 2013
232 Posts
Last Edited: 2013-03-21 10:11:56
March 21 2013 09:07 GMT
#180
1. Hey guys, I just made a new account on LoL. This time I did not do the tutorial, which AFAIK is basically playing against bots. Did I miss anything here?

2. Is it true that at summoner level 3 you get free 400 RP? And from level 1 to 10, you always have IP boost? Just want to confirm, because based on my research it would seem so, and my old account, I did not play on it for ages, and suddenly I had 4000+ IP.....lol this is weird.

3. What is the best summoner spell for Vayne? Flash and..Im confused beteeen barrier vs cleanse...I think I love barrier but cleanse....well many people prefer it? I am not sure, but what cleanse does is basically removes debuffs, which is slow, stun etc right? And when it says "grants 65% crowd control for 3 seconds" what does it mean?

4. Regarding runes, what do they mean by "red" and "yellow"? I thought runes only have tiers. Tiers 1 2 and 3 which is available at a high level. But I have never heard of this red and yellow?

5. Lastly, Vayne's Condemn. Range is 450, as in the range which she is able to cast it. But as for the knockback distance itself, what is it? Leaguepedia says 470, is it more or less accurate?
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