PhreakRiot

PhreakRiot



19 Apr

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Casting online is hard since there's an inbuilt delay between what your co-caster says and when you hear it, so I thought Jatt was done one sentence earlier. Definitely "They saw" but I'm OK with you pretending otherwise :)


15 Apr

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Originally posted by Valkyrai

remember when a rioter was canonically dating nidalee?

FWIW, if I have the person correct, Nidalee was made as an homage to his real-life girlfriend. I absolutely don't remember all the details there, but the girlfriend came first. It's kinda like Ashe and Tryndamere marrying. Sure it can make sense in lore, but that's also literally Marc Merrill and his wife.


11 Apr

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Originally posted by Ambushes

For reference, the item is just over 110% gold efficient at max stacks. Obviously the OP doesn't want to say that. Turns out not accounting for 5 ad (175 gold) on a cheap item is really meaningful. Who would have thought

I said 5 AD because everyone will compare it to Seekers which is more efficient upon purchase and gives a net +15 AP, +15 armor upon fully stacking.

Armguard is also not "nearly 160% gold efficient" unless you're in the habit of rounding to the nearest 40%, which no reasonable analyst would. It's ~151%. If you had any goals other than delivering the most biased drivel possible, you'd probably say something like 150% gold efficient, but YOLO, I guess.

I misread it as 157% when I made the post. You can assume all you want and call me biased but it was a honest mistake.

Jaurim's also stacks faster. 20 minions vs. 30. It's not a massive difference but it...

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Honest mistakes happen. That's fair and I shouldn't have assumed your intentions. My apologies.

People sit on Seeker's because upgrading all the way to Zhonya's is not efficient. You're paying for the refreshing stopwatch cooldown, but you'd rather actually use the stopwatch first. Additionally, most midgame scenarios sees players build Fiendish Codex and not the Armguard if they're building one component on their way to a midgame Zhonya's.

Again you're not comparing apples to apples. I said armor is worse than heath per-gold early game. Comparing 900 gold of armor to 800 gold of health is not that comparison.

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Originally posted by Tmonje90

Another point,having 2 swords and a ruby cristal uses 3 slots which sucks,versus the 1 this item uses.

Sure, but the post was specifically comparing Jaurim's to Seeker's. No one wants to build three cloth armors and a pair of amplifying tomes either. You're still right about slot efficiency, though :)

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Originally posted by ResCogitan

This was a super interesting read! Do you have any reading recommendations for how I could learn how to do this kind of analysis myself?

Health divided by health is an easy one. Just do ratios.

For armor and MR, just add 100 to both sides of the fraction (a champion with 0 armor and 0 mr is still "100%" durable against those damage types). Then just as before, simple ratios.

Just apply to your favorite champion's base stats, and voila.

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Hi! This is an example of disingenuous, alarmist, bad math. Shame on you for giving it a 96% upvote ratio, League subreddit.

  1. "Look at the gold efficiency I calculated without using all of the stats!"
  2. "Look at me comparing it to a different item with no regard for those differences!"

For reference, the item is just over 110% gold efficient at max stacks. Obviously the OP doesn't want to say that. Turns out not accounting for 5 ad (175 gold) on a cheap item is really meaningful. Who would have thought?

Armguard is also not "nearly 160% gold efficient" unless you're in the habit of rounding to the nearest 40%, which no reasonable analyst would. It's ~151%. If you had any goals other than delivering the most biased drivel possible, you'd probably say something like 150% gold efficient, but YOLO, I guess.

Jaurim's also stacks faster. 20 minions vs. 30. It's not a massive difference but it's there. It also builds into more items: Mall...

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05 Apr

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I think this is debatable. For example, Vladimir heals even when his Q is spell shielded. I think the idea of "I get my selfish buff even if I don't get to do anything to you" is reasonable against spell shields. That sad, I feel like "I now auto you" is more of an enemy-effect than a self-effect.


28 Feb

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Originally posted by Ignisami

Just a thing: CDR is only ‘not damage’ when looking at a single rotation of skills. When looking at a specific timeframe CDR directly translates to damage (as long as it’s long enough to fit +1 skill uses).

Sure, but this is a thread all about high lethality and people being one-shot. Unless you consider four Karthus Q's getting "one-shot" then it doesn't apply to this discussion.

Cooldowns have absolutely gotten lower over the course of League's lifetime. What I'm debating is the burst damage.

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Originally posted by tpst

But would you agree the game feels faster specifically time-to-kill?

I just used leona as an example, I don't personally have an issue with the state of bot lane. Ive been playing since s1, and I'm just not sure whether this feeling is based in truth, a result of systemic changes or whether people have simply optimised the game to a point where skill is higher and people are able to execute better, etc.

I'll be honest, I don't really know. It may be the case. And anecdotally damage items seems more efficient than before. But I've played in a version of the game where Hexdrinker didn't exist and level 1 champions had like 400 HP. So even if it's true, you're really just asking "when has the damage been lower?" and not "Is this the highest damage we've ever had?"

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Originally posted by Coolstorylucas

Damage is relative, every piece of damage over a threshold is useless. You may have lost more "damage" but that "damage" doesn't matter if you still hit the threshold needed to kill.

ADCs got GUTTED in resistances so looking at Leona's damage at when she was first presented is dishonest because you have to look at her damage relative to what she is killing.

Saying ADC resistances got gutted when all they did was lose 3 armor and gained more health+health-per-level is worse than dishonest.

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Originally posted by Totaltotemic

Meanwhile, Ezreal can still take +Armor +MR in his stat shards if he needs. Any AD Carry who cares can have substantially more baseline durability than three years ago.

What about the specific runes taken? Well sure, Aftershock and Cheap Shot exist, which do about 35 total damage in the early game. But it's not like you can't take Bone Plating or Nullifying Orb to negate the entirety of that bonus damage.

Do you think the perception that runes are more offensive now comes from people just not making these choices?

I know most ADCs in general these days run some kind of Precision keystone and then take Triumph (doesn't do anything if you're losing a fight) or Overheal (useless until you get some lifesteal), Legend: Bloodline (also useless until later), and then Coup de Gras (also pretty useless if you're losing a fight) so it's often like they just don't have a primary rune tree if someone goes aggressive on them. Then most people...

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I think it's a perception issue, yes.

For example, by the end of the old runes/mastery system, most high-level AD Carries ran Resolve (or whatever it was called) as their secondary tree. It's very easy to run Nullifying Orb in Sorcery. We also know that plenty of fighters take Resolve secondary for things like Bone Plating or Second Wind.

I think AD Carries are trained really heavily into sacrificing everything for offense, which is weird, since they're usually happy to dip into Ninja Tabi, Bloodthirster, or Phantom Dancer without a second thought. But they don't typically make this choice in runes.

It's not a ton of data, but Bone Plating has a 55% win rate as a secondary rune on Vayne. By contrast, her most-picked Rune in that slot, Biscuit Delivery, has 53%. Biscuits has about 20x the pick rate of Bone Plating, but there's still over 2,000 games to suggest that Bone Plating's power level is not just random chance. In an attempt to verify that, I looked at...

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Originally posted by Dracoknight256

example, most mid laners ran CDR/level runes and so the Runes Reforged base stat changes actually made mages tankier against one another. To claim otherwise means you didn't actually look at pro rune pages and just regurgitated what other people said.

This here is the problem. You're talking about pro choices. Most people couldn't afford that many runes and just ran two generic pages which for example for botlane had flat armor yellows, MR/lvl or flat MR+Mr/lvl blues, AD bronze ones and quints based on preference for ad/as/armor/ms/pen when they were buying. I definitely do not have ~80 MR at level 18 on ADC like I did back then.

Another thing is you're talking about bases. All runes have some ratios. My question is: Does APC with electrocute do same damage at 20 minutes he did back then with TLD? I'm fairly sure the answer is NO, even if ratios remain the same.

Anyway, I was intrested so I googled. EC has 20 more base, 10%more b...

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On a per-slot basis, the average 2020 rune is stronger than the average 2016 mastery. However, there are less total rune slots than there were mastery tiers in the old system. Also, a lot of the generic damage masteries are gone. 2% flat spell damage is a now-missing mastery. In general, this power got rolled into things like Keystone runes. So while you're right that Electrocute damage is higher than TLD damage, the total damage contribution from the rune page is typically not.

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Originally posted by tpst

which is the confusing part isn't it? if leona, on paper, does the least damage in her lifetime why is she currently one of the more contested - and complained about - supports? Obviously there's more complex variables than raw numbers on her kit, but it's interesting.

She definitely provides more than raw damage. She provides crowd control and is a durable initiator, as is intended by her role. She's certainly quite strong. I'm not debating that. But I think people feel frustrated and try to find something to blame that frustration on. It's just that target isn't base stats after Runes Reforged.

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Originally posted by InHaUse

Okay I'll agree that I'm not sure about the difference in tank support damage. I do remember release Thresh and how much damage he did.

I've been playing since season 1 and it just feels like everyone is doing more damage. I don't know if there's a way to quantify this, but looking at professional teamfights it looks like they are way more about burst and less about kiting and sustained damage.

Yeah release Thresh was stupid overpowered.

As for if the game truly has faster teamfights, I'm not completely certain. It can definitely depend on the meta (e.g. are there 3 tanks per team?)

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Originally posted by bonly

You don't think naut/leo runes aren't boosting their damage?

Well, according to u.gg, the most common and winningest Leona rune page is:

Aftershock (25-120 damage +8% bonus HP), Font of Life (not damage), Bone Plating (not damage), Overgrowth (not damage), Biscuit Delivery (not damage), Cosmic Insight (not damage), +1-10% CDR based on level (not damage), +6 armor (not damage), and +15-90 Health based on level (not damage).

Meanwhile, this was Ignar's Leona page at Worlds 2017: https://i.imgur.com/fTMiN0u.png

You tell me.

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Originally posted by josluivivgar

I think leona is a great example of what I mean.

Leona in the past like you mention had more damage in the past and against squishier champs.

So why does she feel that she's stronger now?

Because of Aftershock, aftershock + her passive work nicely into frontloading all the damage at once.

Combine this with players overall being better at the game and being better at coodinating bursts and you got yourself the reason why things "feel" like they have more damage.

The damage might be the same or even less in the game but it "feels" like it's more because there's more damage being frontloaded instead of over time.

Granted that doesn't mean that that wasn't a thing in the past, champions like malphite are as old as time but always bursted you.

It just things like aftershock and the new sunfire and champions having their damage more frontloaded nowadays that makes the overall feel of league as more bursty.

I do wonder what r...

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I know in general burst damage feels more satisfying and more powerful than damage over time. DfT was frequently more damage than Thunderlord's, let people took the latter. Malzahar, Brand, and Zyra are routinely overtuned, yet people think they're balanced or weak because they don't see them very often. Really they're just not as satisfying because the damage isn't as obvious.

I think a good direction, and one that's happening, is to reduce the number of DoTs but also occasionally reduce the burst and instead lower cooldowns. Getting to take more total actions, tune them to be satisfying, and find damage numbers where combat remains skillful.

For example, as we mentioned, Leona's burst damage is lower. Her actual burst damage is lower even with Aftershock. Instead, her cooldowns on Q/W/E have gotten lower. Certainly, her overall teamfight footprint is higher, but I don't think that's what people are complaining about. The quote in this thread is "getting one-shot."...

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Originally posted by falconstar3

Completely agree for level 1, Leona if she got on you at level 1 in the right matchup would solo you as an adc back in 2013. Now she waits until 2 everytime. Is there a Breakeven of where we're squishier now or that tanks are doing more damage now because of item scaling or something (maybe even just passives on items, less utility more damage these days - Zeke's for instance) Just curious

In the case of specifically when does non-linear scaling go below the old baseline? Around levels 6-12, but by pretty small margins. Mind you, this change was still back in 2014 so good luck remembering exactly how the abilities all felt 5 and a half years ago.

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Originally posted by LeviZm

Now call me crazy, but IIRC league wasn't released until 2009..? Thats why we just had that 10 year anniversary..

Yeah good call. I keep forgetting it's 2020 and so when I subtract 10 years in my head I hit 2003 instead of 2013

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Originally posted by Rockm_Sockm

I love you Phreak but when this has been proven true, especially for adc's being instantly blown up, time and time again you cite math as a shield.

Riot also reduced adc base stats, and gutted shared xp two years in arrow. The non stop buffs to solo laners also impacted the game. Regardless how fed bot lane gets, they are down 2-3 levels at a minimum to a solo laner.

Damage is up in multiple positions and completely down in one. You can take personal shots at Codysun and say the math says otherwise all you want.

Riot reduced ADC base armor and compensated them with health. Champions like Leona and Nautilus deal primarily magic damage.

Like, I'm all for analyzing history and system changes and all of that. But when I can look up literally every single change that Ashe or Leona had and say, "Nope, in 2020 Ashe lives through a combo that would have killed her in 2013" then I really don't think this argument has a good-faith basis.

And to be clear, there may well be different systems changes that have increased damage across the game. But they're not in runes reforged and they're not in support tanks.