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Attack Damage VS. Attack Speed

Creator: Fireup6 August 13, 2011 6:16pm
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Searz
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Permalink | Quote | PM | +Rep August 18, 2011 3:12am | Report
Fireup6 wrote:

B.F. Sword is the same tier as a Long sword is. They're both basic items.

How does this matter?
I was just pointing out that with the exception of Doran's items you get more stats per gold with more expensive/upgraded items.

Quoted:
Even if you increase the average to 30, it's still impossible to attain 400% Attack Speed with 12,000 gold. Realistically, the cheapest attack speed item that people use in late-game is a Sword of Divine which is 32 gold per AS.

Yea, but then it's already irrelevant, so don't bother.


Here we go:

Carry items with LW (damage per hit)



Carry items with TBC (damage per hit)



Carry items with LW DPS (damage per second)




Carry items with TBC DPS (damage per second)




Carry items with LW damage on Volley



I'm assuming all of these are using ArP marks and I'm using base values of 100AD, 0.66 base AS and +50% AS (from leveling up ofc) at level18.
I'm a strong independent black mage who don't need no mana.
Fireup6
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Permalink | Quote | PM | +Rep August 18, 2011 4:30am | Report
Searz wrote:

How does this matter?
I was just pointing out that with the exception of Doran's items you get more stats per gold with more expensive/upgraded items.


Overall stats like the Movement speed from Phantom Dancer or the cool down reduction from ghostblade, you probably are getting more for your gold. But specific stats like AS and AD (the only ones relevant in my graphs) are more expensive in higher-tier items such as Starks, Phantom Dancer and so on. This is why my averages (50, 55) are much higher than if i had just used bows and daggers.

The overall damage output WILL be higher than on my graphs as I'm not counting all the other stats that are being offered.

Searz wrote:

Yea, but then it's already irrelevant, so don't bother.


It's very relevant. Sometimes people like to rush items and have multiple high-tier items in mid-game. Ghostblade is a great example.

Thanks for the graphs! Will study :D
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Fireup6 wrote:



It's very relevant. Sometimes people like to rush items and have multiple high-tier items in mid-game. Ghostblade is a great example.

Well AS has a cap of 2.5.
So about 250%AS is the max amount you can buy and still get bonuses, so the whole deal about not having slots and such is irrelevant.


What would be great would be to have this done with more variables. AD, AS and CrC, but I think we'll need a 3D graph for that and I don't know how the function for that would look.
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Fireup6
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Searz wrote:

What would be great would be to have this done with more variables. AD, AS and CrC, but I think we'll need a 3D graph for that and I don't know how the function for that would look.


When you have functions with more than one variable (f(x) = x*y) you can either just draw a three dimensional graph, or simply draw multiple graphs. AD, AS, CrC, CrD can all easily be worked with together. (As I've already posted these functions in this section) But i think it would get tricky around things like Armor Penetration where the effectiveness depends on the targets armor.

However, the greatest problem is computing bonuses such as movement speed, CDR, 4% HP in magic damage per hit...etc etc. Which can be rather game-changing, but hard to calculate.

EDIT: I have some doubts as to how effective planning things out in such detail would even be. For example, Kassadin's base stats make him literally THE best physical DPS in the game. Yet no matter how you trying to build him he will always fail to physical carries such as Yi and Ashe due to their skills and passives.

On top of that, some items are just situational and cannot be computed. Like Starks Fervor. A pretty bad DPS item on it's own, but can be great if you use it in the right situation.
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