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Item Guide - The Math

Item Guide - The Math

Updated on January 13, 2012
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League of Legends Build Guide Author SakeBurst Build Guide By SakeBurst 8 0 6,580 Views 11 Comments
8 0 6,580 Views 11 Comments League of Legends Build Guide Author SakeBurst Build Guide By SakeBurst Updated on January 13, 2012
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1
Chaozbrother (2) | April 12, 2012 9:42am
You can also pop Banshee's with Executioner's Calling.
1
z3r0x (1) | February 15, 2012 3:46pm
Really nice Item guide Sakeburst!
1
lifebaka (151) | January 12, 2012 6:43pm
Well, strictly, OldBen, although the unique passive of the Archangel's Staff doesn't stack, the effect that turns 3% of your max mana into AP isn't unique. Therefore a champion only needs a touch over 3k mana (not hard with one Archangel's at max stacks and another one or two at +400 more each) to get over 140 AP from the item, before percentage bonuses, making it more stackable than any other straight-AP item. (Of course, you shouldn't ever do that, because they'll focus you and you'll die, and your damage is always zero when you're dead, but that's not the point.)
1
OldBen (14) | January 11, 2012 9:50am
WARNING - WALL OF TEXT AHEAD

First of all - respect for all the work you did here, I don't even try to imagine how much time it took...

Calculations look nice, but you must remember that numbers are not everything.
You have mentioned about Banshee's Veil. It's pretty expensive, but if enemy team has somebody like Karthus or Amumu - it becomes priceless.
As TurtleFail said, Bloodrazors are much more powerful than many people think - especially when enemies stack tons of health or you're playing champion with passive AS boost(Xin, Olaf, Noc).

Also, notice that Tear of the Godness doesn't stack with Archangel's Staff, so "trick" you proposed will not work.(I think it's bad, too ;p)

Ending - guide is really good and despite the fact I don't agree with some of your opinions, it deserves for upvote.
1
SakeBurst (1) | January 11, 2012 5:49am
Thank you for taking interest in this lifebaka.
I agree with what you are saying, that each stat has that linear function. It is often true, but yet, my plan in this was (which I tried to clarify) to look at items that give HP (for instance), because those are the items you'd be looking for as a tank. As stated, you buy more combined stats, but yet, one usually looks for one particular stat. In the example of Banshee's Veil, I think I clearly showed that it is an expensive item for both MR and health. As a tank, you would buy other items instead of this, and rather go for Quicksilver Sash and Warmog's or what ever.

I also tried to be clear on "be sceptical about the numbers". They tell a certain truth, but not the whole truth. You need to consider their extra stats, as well as their passives. This isn't an exact guide, but something to give some ideas. Just by the fact that you thought about it, and calculated some things yourself, means the guide was successful. ^^
1
TurtleFail | January 10, 2012 3:52pm
lifebaka wrote:
Okay, the sheet is made. My results mostly agree with yours, that some items are just plain bad. A particular example I see is Madred's Bloodrazor, which costs over 1,000 gold more than base items granting the same stats would, and I doubt that the passive makes up for that.


I disagree. The passive on madred's bloodrazor is extremely strong on a non-crit build. It scales amazingly with enemy health and attack speed. Against a 2250 health enemy champion, you deal 90 damage per autoattack. That's two B. F. Swords. The item is worth SO MUCH MORE than 1,000 gold.
1
lifebaka (151) | January 10, 2012 7:25am
Okay, the sheet is made. My results mostly agree with yours, that some items are just plain bad. A particular example I see is Madred's Bloodrazor, which costs over 1,000 gold more than base items granting the same stats would, and I doubt that the passive makes up for that. I did find some of the items cost quite a bit less than comparable base items, such as the Rod of Ages, whose stats alone are worth 400 gold more than the cost of the item before it gains its passive buffs (after, it's worth about 1700 more).

My sheet is sitting in Google docs here. I haven't color-code or sorted it at all, yet, so it's a little hard to read. I've highlighted the most important column, the comparison of cost and value, in light gray. Numbers above zero are usually bad, they mean that the cost of the item is higher than my calculated value of its stats, but the other effects it grants (passives, actives, cooldown reduction, move speed) might still make it worth while. Numbers below zero are good, they mean that the item costs less than the calculated value of its stats; if an item with a number below zero also has other effects, it's probably godly.
1
lifebaka (151) | January 9, 2012 7:44pm
Two remarks. First, I'm not sure if comparing non-pure items (i.e. items that give more than one stat) based on only one of their stats is going to work all that well. I'm going to do a little math calculating the value of stats based on that stat's base items (like you've done) and then add together my calculated "value" of the stats on every item to see what items are worth their stats and which aren't. (I know I won't be able to get gold costs for stats like CDR and penetrations, for most passives, or for actives, so I'm not going to be able to perfectly judge what items are and aren't good.) I understand what you're trying to do here by looking at the stats individually, but many champions want multiple stats at once, and so it makes sense to look at all an item's stats at once. I'll post again with link(s) to my sheet(s) after I'm done.

Second, I don't really think your idea for pricing items, at the bottom of the guide, would be terribly effective. For one thing, using the square of the stat amount to calculate price makes items with higher stats hugely more expensive. This would mean that to get good stats in the early game, a champion would need to stack several cheaper items. Then, in the late game, champions would start selling some of their items to get ones with better stats. This would fundamentally change how the game is played, and would require a complete overhaul of the item system in order for champions to still have access to some decent passives and actives in the mid game. It'd also extend game length, if item prices become higher or stat values on items become lower.

For another thing, there aren't any stats that give increasing returns per point, where your item formula gives increasing costs per point. Every stat gives either linear returns (like AD and AP) or diminishing returns (like MR and armor). This doesn't quite add up in my head.

Finally, I notice two minor typos above. You need to fix the names of Avarice Blade and Sunfire Aegis.
1
Blowfeld (108) | January 9, 2012 7:12pm
I always like articles like this one because they make you think more about the worth of items in special builds and allow some out of context min-maxing to make quicker decisions in-game...

+1

And now make it more appealing to read please :)
1
mateo0s (1) | January 9, 2012 12:26pm
Nice m8 =d enjoi Heroes!
1
MallyxLloyd (3) | January 9, 2012 11:10am
Very intresting
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