I dunno about that.
I am gonna try to post some of this on RoG (Elementz's site) though.
Please support me when I do :)
I am gonna try to post some of this on RoG (Elementz's site) though.
Please support me when I do :)
"Doing something, almost being done, then parents come in and don't let you finish.
Yes, I had a rough childhood." - devdevil
Yes, I had a rough childhood." - devdevil
Searz wrote:
I dunno about that.
I am gonna try to post some of this on RoG (Elementz's site) though.
Please support me when I do :)
I will for sure support you in that!
You can always try making it a guide?
Well yea, it's already stickied so it's easy viewable!

hey searz i found some graphs

[img=http://www.goonlol.com/images/9/96/Phys_DPS_Runes_Lategame.png
Quoted:
Early Game
Assuming you're taking at least 20 points in the offense tree (for crit damage and armor pen) and vs. someone with 15 armor
Blue is flat armor pen, red is flat attack damage, green is crit chance, and purple is crit damage. The breakeven for flat AD vs. penetration is around 90 at 15 armor, and increases by ~.6 for each point of armor beyond that.
Assuming you're taking at least 20 points in the offense tree (for crit damage and armor pen) and vs. someone with 15 armor
Blue is flat armor pen, red is flat attack damage, green is crit chance, and purple is crit damage. The breakeven for flat AD vs. penetration is around 90 at 15 armor, and increases by ~.6 for each point of armor beyond that.

Quoted:
Late Game
Assuming 80 armor, 20 points in offense, vs. someone with 80 armor, no infinity edge
Red is scaling attack damage at level 18.
Assuming 80 armor, 20 points in offense, vs. someone with 80 armor, no infinity edge
Red is scaling attack damage at level 18.
[img=http://www.goonlol.com/images/9/96/Phys_DPS_Runes_Lategame.png
Quoted:
Late Game with an infinity edge






Those don't make all that much sense :/
How does the damage from AD not increase when your crit chance increases?
How does the damage of crit chance go down when your crit chance goes up?
Also, having AD and CrC as axises makes you unable to properly compare ArP to the others. You'll need it to be armor and AD for comparisons between ArP and CrC.
With his axises you can only compare CrC, CrD and AD.
Here's my graph for CrC vs CrD:
How does the damage from AD not increase when your crit chance increases?
How does the damage of crit chance go down when your crit chance goes up?
Also, having AD and CrC as axises makes you unable to properly compare ArP to the others. You'll need it to be armor and AD for comparisons between ArP and CrC.
With his axises you can only compare CrC, CrD and AD.
Here's my graph for CrC vs CrD:

"You can't have your privacy violated if you don't know your privacy is violated." - Mike Rogers, U.S. Representative for Michigan's 8th congressional district, 2013
I.e: Mike Rogers doesn't think it's rape unless the victim knows (s)he has been raped. Sounds legit.
I.e: Mike Rogers doesn't think it's rape unless the victim knows (s)he has been raped. Sounds legit.
Dean Moriarty wrote:
Care sharing your spreadsheet of rune data on Google Spreadsheets or the like? I don't want to manually input it all...
Spreadsheet?
I'm graphing functions. Just ask and I'll write them out.
Quoted:
Also, does anyone have a list of all items and their stats in a machine-readable format (preferably a database)?
No.

I figured that maybe (just maybe) someone was graphing with Excel. Pity that.
I ran Linear Regression on the Basic Items list to get an idea of how much Gold each stat is worth.
These are the results I came up with:
Ability Power 20.37
Attack Damage 37.37
Critical Strike 4675.26 (per 100%)
Armor 15.71
Magic Resist 15.67
Attack Speed 2646.58 (per 100%)
Mana 2.00
Mana Regen 53.34
Health 2.63
Health Regen 26.87
Life Steal 3750.00 (per 100%)
Movement 4.67
So for instance, an Amplifying Tome costs 450 gold. It gives 20 AP. 20 AP * 20.37 gold/AP = 407.4 gold
That means the Amplifying Tome is "overpriced" by 42.6 gold. The best bargain of the basic items are the BF Sword and the Needlessly Large Rod (but obviously both cost a lot more cash to get).
If you used these values to evaluate runes, you'd get a good idea of how much a rune can give you in gold compared to starting items. Obviously build order matters, etc. but for the most part you can get a good idea of what runes are a better value based on this sort of evaluation.
I want to do the other items, but that's a lot of data entry, plus I have to evaluate actives/unique passives/auras.
Actives = time active * effect while active / cooldown time
Auras = aura effect * 1.5
Something like that perhaps?
I ran Linear Regression on the Basic Items list to get an idea of how much Gold each stat is worth.
These are the results I came up with:
Ability Power 20.37
Attack Damage 37.37
Critical Strike 4675.26 (per 100%)
Armor 15.71
Magic Resist 15.67
Attack Speed 2646.58 (per 100%)
Mana 2.00
Mana Regen 53.34
Health 2.63
Health Regen 26.87
Life Steal 3750.00 (per 100%)
Movement 4.67
So for instance, an Amplifying Tome costs 450 gold. It gives 20 AP. 20 AP * 20.37 gold/AP = 407.4 gold
That means the Amplifying Tome is "overpriced" by 42.6 gold. The best bargain of the basic items are the BF Sword and the Needlessly Large Rod (but obviously both cost a lot more cash to get).
If you used these values to evaluate runes, you'd get a good idea of how much a rune can give you in gold compared to starting items. Obviously build order matters, etc. but for the most part you can get a good idea of what runes are a better value based on this sort of evaluation.
I want to do the other items, but that's a lot of data entry, plus I have to evaluate actives/unique passives/auras.
Actives = time active * effect while active / cooldown time
Auras = aura effect * 1.5
Something like that perhaps?
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