Useful for sure... if done right.
+rep me and you'll get good karma, wich means you won't be reincarnated into a rock! Isn't that awesome?
JEFFY40HANDS wrote:
But yes this idea has been discussed more than Pam Anderson's tits in a plastic surgeons office.
Go on ReignOfGaming.net, I think DiffTheEnder already did that numerous times.
I did something much like this a while back. My numbers are at https://docs.google.com/spreadsheet/ccc?key=0AkzF06wI4oFgdEhXdzRlcWxqUkVyNHhreXJnbEhPUkE. Feel free to adapt them.
OTGBionicArm wrote: Armored wimminz = badass.
My posts may be long. If this bothers you, don't read them.
My posts may be long. If this bothers you, don't read them.
http://www.mobafire.com/league-of-legends/build/in-depth-item-guide-97205
A little older, since it hasn't been updated, but still quite useful.
Not sure if this will help you or not :3
A little older, since it hasn't been updated, but still quite useful.
Not sure if this will help you or not :3

If I helped you, click that +rep!
Jpikachu1999 wrote:
http://www.mobafire.com/league-of-legends/build/in-depth-item-guide-97205
A little older, since it hasn't been updated, but still quite useful.
Not sure if this will help you or not :3
This is not what I thought about, but this is pretty nice, thanks for giving me the link
Bouboupiste wrote:
Do you mind if I adapt it and repost it after?
Feel free to.
To answer your first P.S. question, I'd just treat damage on-hit item passives as additional AD. The only real differences between the two are that the on-hits are magic damage and cannot crit. The type of damage isn't really relevant when looking at the items, though, because I don't imagine you're counting in enemy resistances when calculating item cost efficiency (besides, the current meta mostly builds armor, making magic damage slightly better anyway). The inability to crit is also basically a nonissue, because no one mixes on-hit damage and crit centric builds anyways.
The difficulty of figuring out how much item actives and passives is why I didn't deal with them at all when I made my spreadsheet. I figured that by looking at the gold value differences between the stats of the item and it's actual cost, players would be able to decide if the items' other abilities are worth the difference.
OTGBionicArm wrote: Armored wimminz = badass.
My posts may be long. If this bothers you, don't read them.
My posts may be long. If this bothers you, don't read them.
You cannot really put a value on something like Executionner's Calling's active, and Deathfire Grasp's depends on the amount of AP you have.
And even then... when you play a champion with high ratio some flat AP could be stronger (aka:worth more) than the damage you get from DFG. On a champion with low ratios, it'd be worth less. I hardly see how you could put a gold value on anything else than stat boosts.
And even then... when you play a champion with high ratio some flat AP could be stronger (aka:worth more) than the damage you get from DFG. On a champion with low ratios, it'd be worth less. I hardly see how you could put a gold value on anything else than stat boosts.
In a thread about his own ban,
In a thread about toxic players,
gabpin wrote:
stfu I only did that : swearing and thats why i got ban are u ****** or something ?
In a thread about toxic players,
throatslasher wrote:
Go be a whiny baby elsewhere. Find and abuse the ignore button. No sense stinking up this forum with your crying.
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Do you think it will be usefull, or do you think it will be a waste of time?
PS: any idea for considering deathfire's grasp's active, and on hit procs ( ionic spark, madred's etc) ?
PPS: found no guide including Mp5 and Hp5