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Article – Page 26 – StrategyZero
Sep 152011
 

The new game mode for League of Legends, Dominion, will add more than another map to an existing game. From its capture mechanic to the new items, Dominion presents itself as a strong alternative that can completely eclipse Classic.

In all fairness, Dominion is nothing new to battle arena games. Demigod did it before and while interest on it has waned the concept remains fresh. Many questions arise about the impact of the change: we are moving from simply destoying turrets to capturing points and undertaking quests.
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Sep 092011
 

Further study of defensive items takes us to armour bonuses. Armour not only protects against champions’ physical attacks but also against minions; whether neutral or not. This makes armour a good counter to carries and an important stat for junglers.

The table below can be sorted by clicking on each header. The last column provides us with the cost effectiveness of each item according to its armour bonus. A few expected and unexpected results come up after sorting the table.
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Sep 022011
 

We have already covered offensive items for carries and mages so this time we focus on defensive items. Items with a health bonus are not only useful for tanks, because they can also increase the survavibility of squishy carries and mages. Let’s take a look at the cost effectiveness of these items.

The first thing that comes to mind while inspecting the Cost/Health column is that health is cheap in comparison with attack damage (AD) and ability power (AP). With the exception of Trinity Force, all other items provide a unit of health for less than ten gold. However, considering that health is gained in hundreds even small variations in the cost of a hit point are important.
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Aug 262011
 

Continuing our series on items’ cost effectiveness we bring our attention to mages by analysing items that grant bonus ability power (AP). While other stats like maximum mana and mana regeneration are relevant, ability power is the one stat that truly powers a mage.

The table below can be sorted by clicking on each header. The column Cost/AP shows the gold cost of each unit of AP. The lower the gold cost, the more AP you get per gold unit.
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Aug 192011
 

Sometimes it’s useful to know the cost effectiveness of items. If you are building a carry concentrating on attack damage (AD) you would want to know what items are best suited at increasing that stat using the smallest gold investment possible.

The sortable table included organizes all items that increase AD and compares their cost effectiveness. The simple division of gold cost by AD bonus provides an exact measure of how much gold is spent per unit of AD. Each column can be sorted by pressing on its header but sorting by Cost/AD provides the most interesting results.
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Aug 122011
 

Manamune and Archangel’s Staff are a couple of items that grant bonus attack damage (AD) and ability power (AP) as a percentage of the champion’s mana. A good question is if they are worth purchasing in terms of the pure bonus AD and AP that they provide. Let’s do some math and look for an answer.

The bonus AD and AP provided by Manamune and Archangel’s Staff can be calculated as a function of both the champion’s current mana pool: base mana plus mana from other items and the variable bonus mana given by Manamune and Archangel’s Staff. By itself, Manamune provides a minimum 350 mana up to a maximum bonus of 1350 mana; whereas, Archangel’s Staff grants a minimum of 400 mana and a maximum of 1400 bonus mana.
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Aug 052011
 

Armour and Magic Resistance (MR) provide a percentage of damage reduction (DR) against physical and magical attacks; respectively. The percentage is neither direct nor is it linear. In other words, 10 armour or MR doesn’t provide 10% DR. Moreover, adding 10 armour or MR doesn’t increase DR by 10%.

Taking the damage multiplier (DM) for armour and magic resistance from the League of Legends Wiki, the equation behind damage reduction is DR = (1 – DM)*100 <=> DR = (1 – (100/(100 + V)))*100; where V equals the value of armour or magic reduction and DR is the percentage of damage that is reduced.

In-game values verify this formula: for V = 30 armour or MR then DR = 23.08% damage reduction. Table 1 shows the corresponding DR for values of V from 10 to 1000 with increments of 10.
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Jul 142011
 

A carry champion can be built in many ways, the most obvious ones being focusing on attack damage and attack speed. Which one is better? Is a combination of both feasible or is it better to have a pure build? What happens if we add critical hits? With some numbers and calculations it’s possible to get an answer and to, at least, have some backup theory for building a carry.

For the first part of the analysis let’s ignore critical hits or assume that they don’t happen; probability = 0. Under such assumption the following table shows how the average damage per second (ADPS) is modified by attack damage and speed.

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