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Your graphing resource.

Creator: Searz January 25, 2011 3:31pm
bodanger
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I don't think you get what I'm saying.
Searz
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Yes, ofc.. I've only come with good counter-arguments to pretty much all your arguments.

bodanger
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No, you're not really addressing what I'm saying, or at least trying to say.

I know I'm failing expressing my point clearly but I'll take another stab at it.

The way stats interact with each other you can't graph them accurately on a 2 dimensional graph. With this many variables that have interaction with each other the only way to graph them accurately would a non-2 dimensional graph that shows how all the variables interact with each other. This kind of thing gets very confusing and very hard to read.

For example, variables that interact with each other for total damage output

AS, AD, Arp, Armor (target), Crit, Crit Damage,

A 2d graph will only give you 1 cross section of a multi dimensional graph.
This would be like looking at 1 frame of a movie and trying to figure out the plot.

Here are some examples of what meta graphs look like
4 variables
3 variables
4 variables
3 dimensional with time as the 4th dimension
After 4 variables graphs are no longer good as a visual representation


I guess what I'm trying to say is that while those graphs do show the comparison for what ever the base/static stats you use, they doesn't accurately show show how all the relevant stats interact.
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Just a reminder to keep it civilized here, people.
Searz
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bodanger wrote:
I guess what I'm trying to say is that while those graphs do show the comparison for what ever the base/static stats you use, they doesn't accurately show show how all the relevant stats interact.

I know they don't, but that's not why I'm making them. Making graphs like that would be pretty much impossible.
They do however fill my intended purpose; to compare runes and item builds. Comparing item builds with a good spread in stats to each-other in damage is imo a good opinion.
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Searz
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Just a reminder to keep it civilized here, people.

Have I ever been uncivil? I sincerely hope I haven't.
Google has a job title called "Head of Black Community Engagement"..
I don't know whether to cry or laugh.. or both.
Searz
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Trojan995 wrote:

I was wondering if you could compare the effectiveness of mpen quints v. flat AP quints on nunu's ice ball, using mpen marks and scaling AP glyphs.

Oh, sorry for the late response. I don't need to graph that to know (approximately) how it's gonna look.
AP is gonna win for the first ~8levels and then MrP is gonna be slightly better. But I definitely recommend AP quints on Nunu because he has a spell that doesn't deal magic dmg but scales with AP.
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Searz wrote:


Have I ever been uncivil? I sincerely hope I haven't.

Nah, I just didn't want anything to get out of hand because it looked like things might have been starting to heat up.
bodanger
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Searz wrote:

I know they don't, but that's not why I'm making them. Making graphs like that would be pretty much impossible.
They do however fill my intended purpose; to compare runes and item builds. Comparing item builds with a good spread in stats to each-other in damage is imo a good opinion.

Yeah as long as people don't look at them and just think the graph means that item A is always better than item B because the graph says so.

One thing I don't get about your graphs is why the Damage axis goes up to 600 on some. It looks like this is suppose to be damage per hit but that is way too high to be useful

I also don't get why your level 1 rune graph you have damage going down to 0 for some runes at around 60 armor. From what I understand reducing attack damage to 0 with 60 armor is impossible.
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bodanger wrote:

Yeah as long as people don't look at them and just think the graph means that item A is always better than item B because the graph says so.

I'm telling ppl to draw their own conclusions. The conclusions I draw are only mine.

Quoted:
One thing I don't get about your graphs is why the Damage axis goes up to 600 on some. It looks like this is suppose to be damage per hit but that is way too high to be useful

All the carry builds end at about 600dmg when penetrating all enemy armor. That's not really a feasible scenario though.
Quoted:
I also don't get why your level 1 rune graph you have damage going down to 0 for some runes at around 60 armor. From what I understand reducing attack damage to 0 with 60 armor is impossible.

I think you're looking at the wrong axis ;P
It's 28 and 36dmg, none of them end at 0.
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