Original Post — Direct link

General reminder that many changes cannot be easily datamined, such as functionality changes or bugfixes, and are not always final.

 

Champions

Twisted Fate:
  • attack speed growth:  3% --> 2.5%
  • W blue card AP scaling:  115% --> 100%
    • red and gold cards unchanged at 70% and 50%
  • E AP scaling:  50% --> 40%

 

Items

Terminus:
  • resists per stack:  6-8 lerp 8-18  -->  6 / 7 / 8 @ 1 / 11 / 14
    • Phreak mentioned in his rundown that the item appears to be scripted not based on stack count but on whether you are at the max value or not (this is reflected in data, there is no actual value for the max stack count, just the value per stack and value at max stacks). This resulted in what sounds like a floating point error where the game would not consider you to be at max stacks properly and end up giving you an unintentional extra stack. Essentially computers are kinda bad at things that aren't base 2, something like 0.25 is fine because 1/4 is 2-2 but something like 6.2 is actually more like 6.199999 which means the "are you at max value yet" check fails because 6.199999 * 3 is now 18.59999 instead of 18.6, which is made worse by the conversion from single precision floats used in data to the double precision used in Lua. They don't have time to rescript the item before the patch ships so they are just reverting back to a breakpoint scaling.

 

Changes from yesterday

Most of the changes yesterday matched the patch preview so I didn't post them, but here are some divergences.

Champions:

Aatrox:
  • P cooldown:  24s-12s --> 22s-10s
    • This is actually a bugfix, one patch the passive attack randomly started applying its refund on the attack to trigger it, effectively reducing the cooldown by one refund amount. The bug is being fixed, but the passive values are being reduced to compensate, so no actual change.
Illaoi:
  • tentacle slam damage:
    • base:  9-162 (unchanged, this is a divergence from the patch preview which stated it would change to 9-182)
    • tAD scaling:  115% --> 100% (this matches the patch preview)
    • AP scaling:  40% (unchanged)
Smolder:
  • R "mom delay":  0.25s --> 1.0s
    • This is actually to offset an earlier change to fix the spell going on cooldown with no effect if Smolder died between the cast time ending but before the missile spawning. This fix ended up instead making the missile spawn too quickly (presumably it starts the delay when the cast time starts now instead of when it ends). Now the timing should match live.

 

changes from previous days:

External link →
10 months ago - /u/RiotRayYonggi - Direct link

Originally posted by TwMDa

When is the reworked Skarner gonna hit PBE

Never ever