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LeagueSpy BETA: Early Access

Creator: Mowen October 12, 2017 3:32pm
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VexRoth
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Any way to see damage output over the course of a game?

What level of granularity can you get if so?

Like could you tell how much a Tristana does with a Blade of the Ruined King completed at 18 minutes and how much they do with a Infinity Edge at 18 minutes?

Kind of wondering if there is a way to show obvious power spikes.

Maybe for particular build paths?

E.g.

If I build IE + BG + SS + RFC + GA + MC I should be putting out around X dmg/sec?
If I bulid IE + BG + SS + RFC + BT + LW I should be putting out around X dmg/sec?

Dmg/sec might not be the right metric just an idea.

Would be kind of cool if you could link to the that sort of data in a Mobafire Guide. Dmg Profile For X build path (maybe for <=50 armor and >50 armor)

And it something that other sites aren't providing as far as I know (maybe for good reason if it is just not possible).
TheKillah
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Both options have their merits but I like Option A slightly more.

The first option seems to have better flow of information and is overall neater. The colors stand out more and the information I want to look at is bigger. I would probably prefer the stat text to be bolder/more defined somehow, as the text is far away from the number I'd usually be interested in (in this case, my own stats!) I'd probably also move the name/champion name from the champion icon to above it.

Option B introduces more clarity by having descriptions (stat text, tier icons, and enemy icons) closer to the stats they represent, but it looks a bit clunkier. The information is easier to find, but messier to look at. Each row has twice as many colors, and the tier icons and enemy icons seem unnecessary to include more than once. The text seems a little small. I do like the fact that it's easier to compare the size of bars in this version, though I do wonder what happens when KDA hits 0 or infinity x)

I think having the text stand out more in Option A would look nicest, followed by removing the gray background on text and bolding the stat numbers in Option B (plus maybe changing the icons somehow...).
Mowen
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@ VexRoth I chatted with Vrahn and it's theoretically possible, but... it'd be REALLY server intensive (and therefore expensive) so I don't think there's much hope of us doing that unless the way the way the API works changes. :(

The concept is interesting so we'll definitely keep it in mind and see if we can think of any way to pull it off!

@ TheKillah thanks so much for your detailed feedback! :) You make good points.
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FatelBlade
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All the things i mentioned in the graphic. I'm not graphic artist, I just see something that doesn't look good and I know what bothers me about it. Make the lines parallel, make the ends of the L match, completely remake the L so that it doesn't like horrible. TBH, I don't think there's a great way to make a magnyfiying glass look good with the letter L.
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VexRoth
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Mowen wrote:
@ VexRoth I chatted with Vrahn and it's theoretically possible, but... it'd be REALLY server intensive (and therefore expensive) so I don't think there's much hope of us doing that unless the way the way the API works changes. :(

The concept is interesting so we'll definitely keep it in mind and see if we can think of any way to pull it off!



Appreciate that it was looked into.

So far one of pet peeeves with the metric sites is I'll get feedback like. Do mohrrrr dmg!!! (they all seem to tell me that, so I'll take that as a definite trend that I need to improve on).

But, okay. Does that mean I need to buy different items? simply fight more? Should I sell my HP bar for more damage more often or will that gig me on dying too much?

Because I don't go about not trying to do damage if you know what I mean?
Mowen
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@ VexRoth I totally get what you mean and I myself have looked at my own stats and been like "but how do I do more damage..." it's definitely a tough one to figure out but I think at least having some level of comparison (to your specific role and champ) is helpful... Actually one thing I found was funny is that if I changed the ranked tier comparison to be higher tiers the damage dealt when down, I presume cuz people do less random fighting. :P

Thanks for the thoughts! :) I'm not exactly sure how we can improve this since it's tough to give reliable advice on what to do better or worse since so much varies per game, but we'll keep it in mind as a point of interest!
VexRoth
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Mowen wrote:
@ VexRothActually one thing I found was funny is that if I changed the ranked tier comparison to be higher tiers the damage dealt when down, I presume cuz people do less random fighting. :P


XD Thanks for the laugh. I actually hadn't looked. But that still comes down to one of those weird questions of well, if I want to get out of X ELO do I need to be doing more damage or taking less random fights. Or which would be better for where I am at?

Yeah, not necessarily easy to stuff to metrify. Appreciate you all taking the time to put this together and gather feedback!
IPodPulse
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Permalink | Quote | PM | +Rep October 19, 2017 6:54pm | Report
Option B for sure.

I'll see if I have anything to add for constructive criticism as well.
If you found me helpful give me some +Rep :)
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Bryun
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Permalink | Quote | PM | +Rep October 19, 2017 7:39pm | Report
I took what I liked from each and mixed them together...
I liked this better lol.
EDIT:
reasons being:
  • less cluttered
  • not repetitive with icons
  • clarity is better
I still think the colors used are boring :(
and I don't know why the first set of stats are different (XP @ 10 for your Orianna)

jhoijhoi
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Permalink | Quote | PM | +Rep October 19, 2017 8:00pm | Report

Design A
> It's clearer to see that the left is the average performance of the champion in that elo, due to the colour coding.
> It's clearer to see that the middle stats are specifically tied to how the player did.
> It's clearer to see that the right is the stats of the player's opponent.
> It's still not clear whether or not the player performed better than the average/opponent based on the distribution of the colours, and that's due to the fact the scale is different for each stat.



Design B
> It doesn't look as dynamic as A, but is easier to read.
> There seems to be way more repetition (as per icons of plat/Gragas)
> I think "early lead" is better than splitting it up into gold@10 and XP@10. Just have the ability to hover your mouse over the text to see what it means.
> I think "ward score" would be better than splitting up wards placed and wards killed, just turn it into a multiplier, or however you want it to work. For example, 7 wards placed x 2 wards killed, score = 14. So the more wards you place and the more wards you kill, the higher your ward score.
> The dots help me figure out where the mid-line is and shows me if I'm doing better than the average/opponent. But they look a little ugly.
> My issue with this design is that the player is given two colours, teal and blue, compared then with two more colours (light teal and light blue). This doesn't help me connect the player's own stats.



Design C (xD)
> As there are THREE entities you're representing, there should be THREE colours. I just went with your colours and something that would match. Blue = average. Teal = player. Green = opponent. Easy to see who is who and you can use light/dark shades to show magnitude of "winning" or just plain light = not achieved, dark = achieved. As in, you get dark teal when you "beat" the average or opponent. ALSO, the areas where you do achieve the objective, the text is BOLD, so it's highlighting those areas in more than one way.
> Suggested at-a-glance stuff I'd like to know shown, such as: early lead, ward score (see above), KDA, damage/min and CS/min.

Hope this helps ^^
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