League of Legends - Trumped up Rock, Paper, Scissors

Mostly PC, but console and mobile too
User avatar
Stranger
Posts: 3351
Joined: Mon Apr 09, 2012 5:34 pm

Post by Stranger »

Great start to a friday morning! A lil Dio in to start the day will be sure to have me ready to rock later tonight. Thanks!!
WORLD CHAMPIONS!!
User avatar
Stranger
Posts: 3351
Joined: Mon Apr 09, 2012 5:34 pm

Post by Stranger »

http://www.reignofgaming.net/news....otlight

Also, tons of changes in today's patch.



And i found this article on gold production, the link wasn't posting for some reason so i just copied and pasted it. i found the Champion part to be really interesting. If your feeding your not really worth that much gold to the other team. But if you can kill the other guy that is legendary, you get paid.


Minions
There are three lanes, and each lane spawns a wave of minions every 30 seconds. A wave consists of:

1.3 melee minions
Gold value - 20 + .5*minute/3
2.3 ranged minions
Gold value - 15 + .5*minute/3
3.In addition, every third wave has a siege minion (and every other wave, post-35 minutes).
Gold value - 40 + minute/3
In total, this means that the flow of minion gold is approximately (118 + 3.333 gold/3 minutes)/30 seconds

So at the beginning of the game, a laner can get up to 118 gold every 30 seconds (higher by 20 than every passive gold source in the game combined), just from minions. And of course, this is just for comparison; nothing stops a laner from getting some of these passive gold sources (and every laner will have at least the 48gold/30 seconds from base passive gold).

Monsters
The jungler has his own 'minions' to clear.

1.Wolves
Gold value - 63 + .81/min
2.Golems
Gold value - 70 + 1.03/min
3.Wraiths
39 + .88/min
One clear gives you about 172 gold, plus an additional 3-ish gold every minute

Champions
Champions are worth an amount of gold that is inherently anti-snowbally. The base gold value for a champion is 300 gold. However, if the champion has a 1-kill spree, he is worth 360. With 2 kills, he becomes worth 432, and the third kill ups the bounty gold to 500. On the other hand, deaths bring your gold value down: 300->261->183->128->90->63->44->32->21->15. This means if you kill your lane opponent and he comes back and kills you, he's 60 gold ahead, ceteris paribus. So if you kill somebody and you're low on health, GO BACK.

But what's interesting about these numbers is the following: If you last-hit all of the minions, you get the gold equivalent of a kill per minute and a half (that's 20 kills in a 30 minute game). On top of that, the value of kills continually will decrease with previous kills, while the value of minions only goes up. This is why last-hitting is far more important than getting kills. If you miss out on a last-hitting harassing and going for kills, and the kill attempt fails, you are just behind. Worse, if their jungler shows up, or they outplay you, not only have they killed you or forced you to back (causing you to miss minion gold), but they are already ahead of you in gold from CSing properly. This is why it's often better to let a low-health opponent stay in lane. If you dive them and try to kill them, you risk a counter-gank or getting outplayed (or just killed by the tower), and losing your advantage. If you just continue to zone them, you still gain part of the advantage of a kill: they can't kill minions.

Objectives
Turrets give 150 gold to every member of your team, or 750 gold. For comparison, if each laner clears 1 wave (354-ish), and the jungler does a full-clear (172 gold), you get 526 (plus a little for how late in the game it is). So even if your team has to drop EVERYTHING they're doing to get a turret, the gold it gives you is worthwhile. And odds are, if you're pushing down a tower, you're getting at least the minion gold for that wave (118).

Dragons give 190 gold to every member of your team, or 950 gold. This means, given the above numbers, dragon is worth about a full minute of laning and clearing. Not to mention the fact that by taking dragon, you deny the other team the opportunity to do so.

Baron gives 300 gold to every member of your team, or 1500 gold. And a huge buff. It's pretty awesome. You also deny the other team the opportunity to take it by taking it.

Wards
Wards give 25 gold! This means that killing 1 ward every 50 seconds gives you about as much gold as a Philosopher's Stone! This also means that, if you know where an enemy ward is, it's pretty much always worth it to get a pink ward over a green ward, no matter who you are in what lane. You deny them vision, and you make up 25 gold of the 50 gold diference.

Per Kill abilities/items
Avarice Blade - (this means you have to kill 1.5 minions every wave to equal Kage's Lucky Pick, and 3 minions every wave to equal Philosopher's Stone) If you kill 12 minions/minute, or 2 minions/10seconds, Avarice Blade effectively gives you a total of 7 gold/10 seconds (3 passively, and 4 from minions). Is Bankplank back?

Ashe - Each point of Hawkshot gives you 1 gold/minion kill. If you kill 12 minions/minute, or 2 minions/10 seconds, each point in Hawkshot effectively gives you 2gold/10seconds. 2 points is like having a Kage's Lucky Pick. 5 points in Hawkshot gives you 10 gold/10seconds. For comparison, a support with Gold Quints, Greed, and Philo Stone gets 10gold/10seconds from those three things.

Gangplank - Parley gives you 4/5/6/7/8 bonus gold if it lands the killing blow. Its cooldown is 5 seconds, which is basically enough to Q every minion in a wave except when cannon creeps show up, for 24/30/36/42/48 bonus gold/30 seconds. That's as much as people normally get from passive gold. Woah.

Twisted Fate - Twisted's Fate's passive is 2 points in hawkshot for every laner and your jungler. That's 12gold/10 seconds for laners and 4.5 gold/10 seconds for your jungler, for a total of 16.5 gold/10 seconds.

Overall
Focusing on objectives and minions is a better, more consistent source of gold than going for kills. Why?

1.Getting more kills increases the value the other team gets from killing you, while minions do not.
2.You can zone somebody without killing them and still get ahead, without the risk of trying to dive them for a kill.
3.On top of that, if they are low, they can't contest objectives like towers or dragon.
4.There is a LOT of gold to be had from minions.
WORLD CHAMPIONS!!
Leisher
Site Admin
Posts: 70595
Joined: Thu May 20, 2004 9:17 pm
Contact:

Post by Leisher »

That's a really good breakdown of gold.

I am 100% sure I'll be on tonight. Probably 10ish. Tomorrow looks to be the same.

If we have our core 5 on, should we try double jungle in ranked or do still have some polishing to do? I know I need to start working on a different mid just so I have a backup. I'm leaning towards Anivia or LeBlanc.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
GORDON
Site Admin
Posts: 56735
Joined: Sun Jun 06, 2004 10:43 pm
Location: DTManistan
Contact:

Post by GORDON »

I'm ready. Will be on tonight.

If Singed get eliminated/taken in Ranked, let me know who I should be up top, and I will play a refresher game or two with that character today.

Nasus? Difficult because he is slow and not ranged. But possible.

Or I can be one of the junglers, but Cake just gotta tell me step by step what to do in the first 10 minutes.
"Be bold, and mighty forces will come to your aid."
User avatar
Cakedaddy
Posts: 9319
Joined: Thu May 20, 2004 6:52 pm

Post by Cakedaddy »

The only ranked catch is if we don't get Singed or Teemo. Not sure how practiced you guys are with other champs in those lanes. I'm game for jumping in and trying, or we can practice other champs. I've been practicing Noc, Rengar and Naut in jungle. Naut for when Stranger is out and I run with a DPS in jungle.
User avatar
Cakedaddy
Posts: 9319
Joined: Thu May 20, 2004 6:52 pm

Post by Cakedaddy »

GORDON wrote:I'm ready. Will be on tonight.

If Singed get eliminated/taken in Ranked, let me know who I should be up top, and I will play a refresher game or two with that character today.

Nasus? Difficult because he is slow and not ranged. But possible.

Or I can be one of the junglers, but Cake just gotta tell me step by step what to do in the first 10 minutes.
Any top champ you want to play up there. Watched a Nasus OWN scooty yesterday, but that was because Scooty didn't harass well enough and Nasus built his Q to uber levels. Hell, you can even take Ryze up there if you wanted. It's not like we are running a meta. . . So, any champ you think you can use to compete against the champs you expect to see up there.
Leisher
Site Admin
Posts: 70595
Joined: Thu May 20, 2004 9:17 pm
Contact:

Post by Leisher »

The only ranked catch is if we don't get Singed or Teemo. Not sure how practiced you guys are with other champs in those lanes.


Like I said, I want to start training up Anivia or LeBlanc, and I could always just throw MF or Ezreal mid. Not like I have to be AP.

I think Nasus just got buffed, and I'd rather see him than Ryze. Nasus has that nice AoE and the best slow in the game.




Edited By Leisher on 1362153338
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
User avatar
Stranger
Posts: 3351
Joined: Mon Apr 09, 2012 5:34 pm

Post by Stranger »

I also like the Nasus myself. You can build him really tanky and still do tons of damage IF you get your Q farmed up and thats important to a Nasus. And that would allow me to go with Hecarim and be a bigger damage dealer, I have really been loving playing him lately and got a good build that really works for him. Eventhough he just got nerfed so to say, its not much of a change. Infact they actually buffed his early game which was his real problem in my opinion.
WORLD CHAMPIONS!!
GORDON
Site Admin
Posts: 56735
Joined: Sun Jun 06, 2004 10:43 pm
Location: DTManistan
Contact:

Post by GORDON »

Cakedaddy wrote:
GORDON wrote:I'm ready. Will be on tonight.

If Singed get eliminated/taken in Ranked, let me know who I should be up top, and I will play a refresher game or two with that character today.

Nasus? Difficult because he is slow and not ranged. But possible.

Or I can be one of the junglers, but Cake just gotta tell me step by step what to do in the first 10 minutes.
Any top champ you want to play up there. Watched a Nasus OWN scooty yesterday, but that was because Scooty didn't harass well enough and Nasus built his Q to uber levels. Hell, you can even take Ryze up there if you wanted. It's not like we are running a meta. . . So, any champ you think you can use to compete against the champs you expect to see up there.
A Ryze up top might be interesting. Slow, but I can live under my turret and para/strike anyone who gets within tower range trying to jump me. Solo farm for about 10 minutes, then become more powerful that you can possibly imagine...
"Be bold, and mighty forces will come to your aid."
GORDON
Site Admin
Posts: 56735
Joined: Sun Jun 06, 2004 10:43 pm
Location: DTManistan
Contact:

Post by GORDON »

Leisher wrote:
The only ranked catch is if we don't get Singed or Teemo. Not sure how practiced you guys are with other champs in those lanes.
Like I said, I want to start training up Anivia or LeBlanc, and I could always just throw MF or Ezreal mid. Not like I have to be AP.

I think Nasus just got buffed, and I'd rather see him than Ryze. Nasus has that nice AoE and the best slow in the game.
Nasus's AOE thingy is AP based, and never very good, IMO, since I don't build Nasus AP.

I will take a look at his current skills today since the buff and see what can be done with him.
"Be bold, and mighty forces will come to your aid."
Trooper
Posts: 265
Joined: Fri Jan 11, 2013 10:05 pm
Contact:

Post by Trooper »

I harassed the hell out of him, but with is passive lifesteal bonus, and his natural tankiness, and a crappy jungler who totally under estimated Nasus. . . It was very difficult to zone him out. Olaf is one of the strongest 1v2 champions in the game, as you really only have to build health on him for him to become a HUGE threat. I'm going to keep training him up, as i've been seeing a ton of him in LCS. Would like to see an Ashe make her way into our strat aswell. Been dicking around with her the last week, and find her to be extremely useful with all that slow. I'm not a good candidate, as I keep forgetting to turn my Q on during fights. Just saying.
Trooper
Posts: 265
Joined: Fri Jan 11, 2013 10:05 pm
Contact:

Post by Trooper »

Also, we need a Syndra player! Somebody step up to do it, or I will! Shes extremely difficult to play, but holy hell is she strong! This would be good for Tim I think, mid lane.
Leisher
Site Admin
Posts: 70595
Joined: Thu May 20, 2004 9:17 pm
Contact:

Post by Leisher »

I could play Ashe or Syndra. Although, I don't own Syndra, and I'm well under the IP needed at the moment. Next time she's free I'll give her a look.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
Leisher
Site Admin
Posts: 70595
Joined: Thu May 20, 2004 9:17 pm
Contact:

Post by Leisher »

Smart Ping

Read that article so you have a clue what's going on if you see them in game tonight.
"Happy slaves are the worst enemies of freedom." - Marie Von Ebner
"It was always the women, and above all the young ones, who were the most bigoted adherents of the Party, the swallowers of slogans, the amateur spies..." - Orwell
GORDON
Site Admin
Posts: 56735
Joined: Sun Jun 06, 2004 10:43 pm
Location: DTManistan
Contact:

Post by GORDON »

That's going to take a little practice, especially since the entire team is usually in voice and we dont need no fancy pings most of the time.
"Be bold, and mighty forces will come to your aid."
Trooper
Posts: 265
Joined: Fri Jan 11, 2013 10:05 pm
Contact:

Post by Trooper »

Seeing as there is about a 2 second delay in steam, as apposed to a zero delay ingame ping, they're very useful. Pinging is an essential tool for a team in order to better synergize in my opinion. Along with warding, we need to be pinging much more often then we are. Serveral advantages:

1. Forces you to look at the minimap to see what/where the ping is, which ups your map awareness.

2. only about a second or so after you ping, the warning/command will be vocal via steam chat.

3. Much easier/quicker to vocalize an order.

**for example

1."Syndra is sitting in that bush over there behind dragon, but you know the one like in front of Red buff? Not the one below red buff. . . The one thats in between baron and red. ." ..etc

Or. . . .

1. Alert ping "Syndra is in that bush"
2. On my way ping from jungler "Teemo, come rush their blue"
3. Missing ping "Mid is missing" . . . Alert ping "they're headed that way, care bot"

4. You may find it a little tough to get used to at first, hitting ALT or CTRL or G or V all the time to ping things out, but you'll get used to it quick enough. Another suggestion (if you have any kind of gaming mouse or keyboard) hotkey those 4 pings to your mouse buttons or keyboard macro buttons, that's what I'm doing.

5. Keeps voice chatter to a minimum, while still receiving just as much/more precise commands.

6. One of the other major focuses is to keep you looking over at your minimap as much as possible. The more map awareness we have (teamed with the wards' vision control) the easier our split pushing/laning/counter jungling will flow)

7. One last thing I wanted to point out, after watching a lot of the LCS games, I noticed how every single player excluding the ADC for obvious reasons, would buy wards, and at least 2 or 3 every time they back to buy items. I'm going to watch a few more, and pin point every place they always put them. They'll put regular wards in certain places, and pink wards in other places. Basically it all comes down to where the clock is throughout the duration of the game, so I'll be working on and throwing up an extensive warding guide up here with maps and everything. Basically to show where we should be warding, with what kind of ward, under certain situations in the game (winning or losing the turret count).

Thats all for now.
User avatar
Stranger
Posts: 3351
Joined: Mon Apr 09, 2012 5:34 pm

Post by Stranger »

quick and easy guide on where to ward..

2 entrances to your jungle (top and bottom) same with the enemies entrances. Both red and blue buffs on your side and the enemies. Dragon and Baron. Simple really, any ward placement helps.
WORLD CHAMPIONS!!
Trooper
Posts: 265
Joined: Fri Jan 11, 2013 10:05 pm
Contact:

Post by Trooper »

OLAF

**All values at level 18**

Health 2115
Health Regen 46.4 every second
Armor 71
Magic Resist 52.5
Attack Damage 117.1
Attack Speed 1.013%
Lifesteal 0
Spell Vamp 0
Armor Pen. 0
Cooldown Reduction 0

--------------------------------------------------------------------------

**All values Level 18 with items**

Health 4665 (+2550)
Health Regen 56.03 every second (+9.63)
Armor 116 (+45)
Magic Resist 102.5 (+50)
Attack Damage 197.1 (+80)
Attack Speed 1.013%
Lifesteal 0
Spell Vamp 0
Armor Pen. 0
Cooldown Reduction 40%

--------------------------------------------------------------------------

**All values Level 18 with items and Vicious Strikes and Ragnarok active**

**Vicious Strikes**
Cooldown 9.6 sec (normally 16 sec) with 40% CDR

For 6 seconds, Olaf's attack damage is
increased by 35 base damage +1% of his
max health. Olaf gains 21% lifesteal
and spell vamp.

**Ragnarok(Ult)**
Cooldown 60 sec (normally 100 sec) with 40% CDR

Breaks all crowd control effects. For 6
seconds, Olaf is immune to disables,
gains 60 armor and magic resist and 30
armor penetration.



Health 4665
Health Regen 56.03 every second
Armor 176 (+60)
Magic Resist 162.5 (+60)
Attack Damage 278.75 (+161.65)
Lifesteal 21% +20% of damage delt
Spell Vamp 21% +20% of damage delt
Armor Pen. 30 (+30)
Cooldown Reduction 40%

--------------------------------------------------------------------------

***********ITEMS****************

1. Ionian Boots of Lucidity

-10% Cooldown reduction

2. Spirit Visage

-50 Magic resist
-200 Health
-20% Cooldown reduction
-Increase health regen, lifesteal, spellvamp 20%

3. The Black Cleaver

-200 Health
-50 Attack damage
-10% Cooldown reduction

4. Warmogs

-1000 Health
-Restores 1% of maximum health every 5 sec.

5. Frozen Mallet

-700 Health
-30 Attack damage
-Basic attacs slow movement for 1.5 sec 40%
-40% for ranged attacks

6. Sunfire Cape

-450 Health
-45 armor
-Deals 40 magic damage per second to nearby foes.

--------------------------------------------------------------------------

**Last 3 abilities/Passive with items**

**Undertow**
Cooldown 3.2 sec (normally 8 sec) with 40% CDR

Olaf throws an axe at target location dealing
457.1 (538.75 with Vicious Strikes active)
physical damage to units it passes through
and slowing them by 40% for 2.5 seconds. Slow
fades over duration. If Olaf picks up the axe,
the ability's cooldown is reduced by 4.5 sec.


**Reckless Swing**
Cooldown 2 sec (normally 5 sec) with 40% CDR

Olaf deals 340 true damage to his target and
inflicts 136 true damage to himself.


**Berserker Rage (Passive)**

For each 1% of health missing, Olaf's attack
speed is increased by 1%.

--------------------------------------------------------------------------

**Theory**

Olaf is a bruiser. A champion who can tank almost as much as a normal tank with his
ult active, and just a little less than a tank without it active, while still dishing
out serious damage. Hes one of the best champions for locking onto the ADC's and the
AP nukers to keep them zoned, and constantly damaging and slowing retreating threats
in order to reach and kill them for several reasons.

1. He builds a ton of health and small amounts of resistances (armor/magic resist)
making him perfect for engaging and zoning the ADC/AP Nukers. Once he locks onto
lets say Caitlyn for example, not only will he be bruising her hardcore with all
of his instant damage output, but he'll force her to either: A. retreat / B. turn
her focus to me.

2. With his majorly low cooldowns, his Ragnarok makes him perfect for rushing in
with the tank to immediately lock the ADC/AP nukers down without anything or
anyone stopping him for 6 seconds. . . NO CC!! His armor and resist get jacked
up aswell making him sustain that rush easier. Upon reaching the ADC/AP Nukers
his Vicious Strikes will make his hits hurt, a lot. He'll also be able to slam
anyone with 340 true damage every 2 seconds with is Reckless Swing.

3. When the chase starts, Olaf will begin throwing his axe at the falling back target,
slowing them by 40% for 2.5 seconds and dealing 457.1 (538.75 with Vicious Strikes
active) damage every 3.2 seconds, unless he is able to pick his axe back up while
chasing giving him a now instant cooldown. When he finally reaches the target, his
frozen mallet will keep the target slowed 40% every hit. At this point Olaf has
taken quite a large amount of damage making the damage output even higher due to
his Berserker Rage (Passive) jacking his attackspeed up!

--------------------------------------------------------------------------

One thought I had. . . Saw it in the Curse vs. CLG matchup the first week of LCS.
They had Olaf playing the 1v2 lane against the ADC and Support. At the start
they had mid help Olaf secure the blue buff, while the jungle and adc secured
the red buff for Xin (jungle). This made it extremely easy for Olaf to not only
sustain, but farm up a lot more efficiently having no mana problems.

For us. . . Steve (Top lan) helps Olaf secure blue buff, Olaf tanking
so Steve won't take any damage. Olaf immediately backs, picks up an extra pink
ward, and teleports to his lane in bottom if running won't get him to the turret
before it gets pushed. Randy and Ronnie would start golems, and move the rest of
the way through red wraiths and wolves.



THIS IS ALL MY OWN ORIGINAL WORK! No copy and paste done here.




Edited By Trooper on 1362181474
Trooper
Posts: 265
Joined: Fri Jan 11, 2013 10:05 pm
Contact:

Post by Trooper »

Stranger wrote:quick and easy guide on where to ward..

2 entrances to your jungle (top and bottom) same with the enemies entrances. Both red and blue buffs on your side and the enemies. Dragon and Baron. Simple really, any ward placement helps.
This works, but we'd be essentially wasting wards in places we don't need to, and potentially putting said warder in danger of a gank being way over extended.

If we're losing the turret push, we don't need wards in there jungle, and this is why.

1. We can't nor should we EVER venture that far into enemy territory if we're losing in turrets. It would be best to keep OUR jungle warded to better respond to their split pushes.

2. You're putting said warder that far away from base into enemy territory/jungle, the chances of them being ganked are VERY high.

If we're winning the turret push, we don't need wards in our own jungle and this is why:

1. enemy will most likely be doing what was previously stated above, warding their own jungle, never venturing dangerously out into our territory to ward irrelevant places or counter jungling. Therefore, we needn't bother wasting our wards in our own jungle/lanes.

Pink wards are more important in certain places in BOTH situations, to better shut the team down even more.

If we're winning, us keeping them in fog of war in their own jungle confines them to their base and closest turret in lane, giving us full reign over their jungle, aswell as our own.

If we're losing, we keep them in the dark in OUR jungle, giving us full vision of split pushs/ganks from the enemy team. Making them a bit more weary to enter our jungle, and giving us more opportunities to farm and catch up with the winning team.

Still. You put pinks in certain more common places, and regulars in other places depending on the above odds.
User avatar
Stranger
Posts: 3351
Joined: Mon Apr 09, 2012 5:34 pm

Post by Stranger »

Unexpected band practice session tonight. I'll be on but might be a lil later
WORLD CHAMPIONS!!
Post Reply