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I know riot is a small indie company but come on man...

I think we are a lot to ask to know the damage from the bonus AP/AD as stat tracking...

And whats even worst this preseason we just have a number we dont even know what it is and also you can no longer track it on the scoreboard...

Riot really needs to put some guys on the QoLs, I think the community would appreciate it very much !

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almost 5 years ago - /u/Rovient - Direct link

How can we know what damage has been dealt by a stat boost? If I give you 10AP, what kind of scaling do you have on your spells? What % of that Q spell you landed was that 10AP? What about other runes or items that scale with stats granted by Conq?

We'd have to set Conq up to read every single spell you cast, for every champ.

It's not as easy as it seems, and there's far better things for us to spend our time working on for players.

almost 5 years ago - /u/Rovient - Direct link

Originally posted by PeasantLord1

Damn your right. However, I guess since the scalings are shown as damage in the tooltip that infomation is still stored somewhere.

You would have to do:

((Scaling Damage)/(Total Spell Damage)) * Damage Dealt * Conqueror AP / (Item AP + Conqueror AP).

You've made a very thoughtful suggestion, but yes, there are some other complicating factors to bare in mind: what about max health or Mana ratios on a spell? What if the spell does more or less damage based on enemy missing health? true damage conversions in some spells.

Basically, the issue here isn't COULD it be done, but rather can there be one formula that takes into account the hundreds of ways AP and AD are utilised by spells. It's an unrealistic requirement of development time, I'm afraid.

I totally agree with you that I'd love to see those stats at the end of a game, though.

almost 5 years ago - /u/Rovient - Direct link

Originally posted by 227thDan

why doesnt it show healing on the scoreboard ?

That one we CAN fix. I'll contact the rune's designer about it.

almost 5 years ago - /u/Rovient - Direct link

Originally posted by UnluX21

could you allow people to hover over the keystone in the leaderboard to see how much damage it's done? it shows it in your rune menu but other people can't see it

That number is healing done to you, not damage dealt.

almost 5 years ago - /u/Rovient - Direct link

Originally posted by FldLima

not nerfing pyke/ryze/ekko/sanguine blade OR giving ornn a skin isnt one of them im sure. piece of crap

Wow. Nice attitude!

almost 5 years ago - /u/Rovient - Direct link

Originally posted by Xyltin

The dot likely doesn't scale up with AP gained after placing it. I can test this at home but the food seperated for the death recap in E and liandirys anyways.

So the E just has to report back it's own AP ratio applied to the champs In total and the time when it was cast to find the stacks.

So to make this work well we snapshot the conqueror bonus stats at the time of the cast and wait for the spell to report back it's AP ratio dealt to champs. That isn't really much to do as it has to track most of this for the death recap anyways (the total dmg from the spell, I just add the AP ratio of the spell dealt to champs which is one part of it).

Now it could be that spells don't know their own AP ratio and just know their raw dmg. That is easier for the spells instead of giving over base dmg, AD, AP and the ratios. If that is the case the spell would have to report back it's total dmg dealt to each target (we already know this from the death recap system) and we can split it up into base dmg and AP part and then use the AP from conqueror and the other AP to determine the dmg from Conqueror.

And if their does update after being cast it means the spell asks for the AP value and knows its AP ratio All the time which should make it even esiser to do the math.

Doing double the math is not needed. You do 1-2 math equations per spell and mostly easy ones.

Nearly every single spell in League is scripted uniquely. They all use different variables for how they store damage ratios, base damage numbers, true damage conversions, missing or max health multipliers and the rest. There no way to know which of these applies to a final damage received number on a champion, so we'd have to make a special case for EVERY SPELL IN THE GAME.

Please don't use the words "just have to" or "mostly easy" when you've never read a single League script. I promise you it it were easy, I'd have done it myself. I love stats!

almost 5 years ago - /u/Rovient - Direct link

Originally posted by PeasantLord1

Thank you for replying, I see your point. Conqueror is a difficult one I guess. It'd just be nice to more easily compare keystones. However, I can see now that for conqueror it may be unfeasible, but I feel it is good explore these difficulties with the community.

Yep! I agree! 😊

almost 5 years ago - /u/Rovient - Direct link

Originally posted by Xyltin

The question is, why is it still like that? There are ways to unify scripts and their flow of information without huge amounts of performance being needed. Sure, you always need ways for exceptions in the end but even they should be able to get the flow of information inside that system.

The thing is that you (Riot) have a total mess and don't want to clean it up because it is a large mess. It requires a ton of work and likely won't make you any money. But it would increase the quality and shorten pipe lengths for many processes.

Now the longer you wait the larger that pile becomes and the worse the cleaning up will become. Now league has a life span so maybe the time never comes, but if Riots goal is to make league run for 10 more years, that mess, sooner or later, will just eat a ton of work due to bugs. I mean, league is known for being THE bug game due to a lot of the messy scripting.

So it is wrong to expect Riot to work on such a project? No, because it makes a ton of sense as the work has to be done sooner or later and the sooner the easier. Now when such work is done, it should become decently easy to implement such a feature as tracking conquerors bonus dmg.

Now I am not Riot and I can't tell you or Riot what you should be doing. But I am sure there are others at Riot that know this pretty well. Maybe many think league won't last for 10 more years and so Riot can just sit it out. I am not sure. But I know that this work should be done as I do exactly this.

You're totally right. Our scripts could be made a lot cleaner and standardized to make them stronger going forwards, but I think you underestimate the scope of that task.

Say that we're going to now put all league updates on hold for at least 24 months and rescript, re-translate into 20+ languages and retest every champion, rune, item and system in the game. Why? Players won't get any more enjoyment from the game just because we're now happy with improved script quality.

I should also remind you that Riot undertook a huge amount of work on making runes reforged knowing full-well it would LOSE a significant chunk of runes revenue in order to make a better, fairer system for players. It's not about what makes us money, it's about what provides the best value for players.