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League of Legends: Cooldown Reduction, Spell Vamp and Gold per Ten Price Comparison – StrategyZero
Dec 012011

In a previous article about the cost of statistics we couldn’t evaluate the cost of raising cooldown reduction (CDR), spell vamp (SV) and gold per ten (Gp10) because there aren’t any basic items that provide boosts to them. Moving on to advanced items we can find a few bonuses that will allows us to derive the cost of the mentioned statistics.

The table below lists all advanced items that provide CDR, SV and Gp10. Knowing the cost of the other statistics’ bonuses we can subtract their cost from the cost of each item until only the cost of CDR, SV or Gp10 remains. For better accuracy, the cost for the basic stats is taken from the items used in the recipe of each item. For example, Hextech Revolver’s AP cost is taken from Amplifying Tome; not from Blasting Wand.

Cooldown reduction, spell vamp and gold per ten advanced items
Name Bonus Main Statistic Description Cost Secondary Stats Cost Main Stat Cost MSC/Bonus
Fiendish Codex 10 CDR + 30 AP, +7 Mp5, UNIQUE Passive: 10% CDR 1245 1052 193 19
Glacial Shroud 15 CDR +425 Mana, +45 Armor, UNIQUE Passive: 15% CDR 1525 1570 -45 -3
Ionian Boots of Lucidity 15 CDR UNIQUE Passive: 15% CDR, UNIQUE Passive: Enhanced Movement 2 1050 490 560 37
Kindlegem 10 CDR +200 Health, UNIQUE Passive: 10% CDR 850 600 250 25
Mejai’s Soulstealer 15 CDR +20 AP, UNIQUE Passive: your champion gains 8 AP per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, gain 15% CDR 1235 3960 -2725 -182
Stinger 10 CDR +40% AS, UNIQUE Passive: 10% CDR 1140 1120 20 2
The Brutalizer 10 CDR +25 AD, UNIQUE Passive: 10% CDR and +15 Armor Penetration 1337 1050 287 29
Avarice Blade 5 Gp10 +12% CS, UNIQUE Passive: 5 Gp10 750 600 150 30
Heart of Gold 5 Gp10 +250 Health, UNIQUE Passive: 5 Gp10 825 750 75 15
Kage’s Lucky Pick 5 Gp10 +25 AP, UNIQUE Passive: Gain an additional 5 Gold every 10 sec. 765 550 215 43
Philosopher’s Stone 5 Gp10 +18 Hp5, +8 Mp5, UNIQUE Passive: 5Gp10 800 1002 -202 -40
Hextech Revolver 15 SV +40 AP, UNIQUE Passive: +15% SV 1200 880 320 21

Most of the columns are self explanatory but the last three ones may require an example to clarify their meaning. Secondary Stats Cost (SSC) is the added cost of all secondary stats. Main Stat Cost (MSC) is the cost of the main stat that is equal to the cost of the item minus the cost of all the secondary stats. Finally, MSC/Bonus is the cost of each unit of the main stat bonus.

Let’s go over an example. Hextech Revolver costs 1200 gold and is built from a couple of Amplifying Tomes; each Tome costs 435 gold. Checking the table in the previous article we see that each unit of AP in an Amplifying Tome costs 22 gold; 21.74 rounded. This means that the cost of 40 AP in the Hextech Revolver is valued at 880 gold; the Secondary Stats Cost.

Therefore, the Main Stat Cost equals 1200 minus 880 = 320 gold and the cost of each unit of spell vamp provided by the Hextech Revolver costs 21 gold; rounded. In case the MSC is negative it means that we are getting extra secondary bonuses worth that much plus the main stat for free. That’s the case of Mejai’s Soulstealer, thanks to its stacks mechanic.

There is a tricky item in the list: The Brutalizer. The problem lies in that there aren’t any basic items that provide armor penetration. Consequently, the MSC is actually the cost of the cooldown reduction plus the armor penetration bonuses added.

All that is left now is to check the list to know the cost of cooldown reduction, spell vamp and gold per ten. Each unit of cooldown reduction can be bought for as little as nothing, considering Mejai’s Soulstealer and Glacial Shroud, or as much as 37 gold. Spell vamp is priced at 21 gold per unit and Gp10 can be obtained for free or for up to 43 gold.

With exception to spell vamp, the cost of each statistic depends on the item and the bonuses it provides. In conclusion, it isn’t possible to calculate a base cost per unit for cooldown reduction or gold per ten. From the look of things, the solution is to evaluate items in terms of the basic statistics they have and treat all other bonuses as extras. Moreover, further analysis should avoid rounding costs to produce more accurate results.

– Acronyms: AD: attack damage, AP: ability power, AS: attack speed, CD: cooldown, CDR: cooldown reduction, CS: critical strike chance, Gp10: gold per 10 sec., Hp5: health regen per 5 sec., LS: life steal, MD: magic damage, Mp5: mana regen per 5 sec., MR: magic resist, MS: movement speed, PD: physical damage, SV: spell vamp

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