Post by Qurious / Reaver on Dec 6, 2010 21:33:16 GMT -5
I. Items and Auras
II. Stats
III. Movement
IV. Matchmaking and Gameplay
I. Items and Auras
Q: How do items work? Do they stack?
A: All stats from items will stack additively except for those that have a UNIQUE ability. For instance, the Infinity Edge item has the following stats:
+80 DMG
+20% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
If you were to pick up two Infinity Edges, you would have the following stats:
+160 DMG
+40% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
Note that both the damage and critical chance stack additively, but because the passive to the Infinity Edge is UNIQUE, you cannot be affected by that more than once.
Q: How do item auras work together?
A: If you and a teammate both have the same item, you will be affected by the aura twice. As an example, at the start of the game you purchase Mana Manipulator. This item gives a mana regeneration to yourself and allies nearby. If you were to go with a teammate who also purchased Mana Manipulator, both of you would be affected by this aura twice.
However, if you had a third teammate that did not have the Mana Manipulator they would only be affected by one aura.
Note that you can be affected by the same aura at most twice. Once if you have it, once if a teammate has it.
II. Stats
Q: How does cooldown reduction work?
A: Cooldown reduction works additively. If you have a 9% cooldown reduction from masteries, and a 10% cooldown reduction from Stinger (an item ingame) you will have a 19% cooldown reduction. However, cooldown reduction HARDCAPS at 40%. This means that you cannot get more than 40% cooldown reduction.
Q: How does dodge work?
A: The best way to show how dodge works is an example, let's say you have 10% dodge in your runes.
10% dodge.
You grab Ninja Tabi, which gives 11% dodge.
11% dodge +
(89 * .1) = 8.9% dodge
For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)
You then get Phantom Dancer, which gives 20% dodge.
20% dodge +
(80 * .11) = 8.8% dodge +
(71.2 * .1) = 7.12% dodge
For a total of 35.92% dodge.
Q: Can you dodge spells?
A: You cannot dodge spells. The only way to not receive damage from spells is to be spell immune from one of these:
- Banshee's Veil (blocks one spell every 30 seconds)
- Sivir's Spell Shield
- Morgana's Black Shield
- Judicator's Invulnerabilty (note that unlike the others, while this one blocks spell damage, anything secondary like a slow would still happen)
Q: How does lifesteal work? (Credit to Ezreal)
A: Lifesteal IS affected by armor. If you hit for 100, they have 20% reduction, you hit for 80, you have 10% lifesteal you gain 8 hp. Lifesteal stacks additively and doesn't have a hardcap. This means that you could get over 100% lifesteal.
Q: How does spell vamp work?
A: Spell vamp works almost the exact same as lifesteal with one exception: An ability which naturally hits multiple targets (like Tormented Soil or Incinerate) is automatically 1/3 as powerful for the purposes of health gained
Q: How does armor and magic resistance work? (Credit to Garek for framing it better than I could.)
Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.
Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)
Q: What order is armor penetration/MR penetration applied in?
A: From top to bottom
Armor/MR Reduction
Flat/Linear Armor/MR Penetration
% Based Armor/MR Penetration
Q: Does Armor/MR Penetration work on everything?
A: Almost everything. The only item which doesn't is Last Whisper. Last Whisper only works against champions, minions, and monsters, and only on normal attacks or spells which apply on-hit effects. A quick rule of thumb is, "If you can lifesteal from it, Last Whisper works on it."
Q: Can you reduce armor or magic resistance below 0?
A: Yes, although the only things that can reduce below 0 is Armor/MR Reduction. Both percentage and flat penetration do not have an effect after they get to 0 armor/MR.
Q: Are there any other caps that I should know about?
A: Attack speed is capped at 2.5 attacks a second.
Q: Where can I see all of these stats?
A: When you are in-game, there are four stats at the bottom (Attack, Ability Power, Movement Speed, Armor). To see other, less common, statistics like Dodge or Magic Resistance, press 'C'.
III. Movement
Q: How much movement do the different levels of boots add?
A: Level 1 adds 50, Level 2 adds 70, Level 3 adds 90, etc.
Q: How do movement modifiers work? (Credit to Larias)
A: First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added.
Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multiplied by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.
Now, let's say you get slowed by 38% (ashe arrows). What happens is the ORIGINAL 499.5 is multiplied by .62, and you get 309.69 movement speed. Because 309 is not above or below diminishing returns, you stay at that speed.
Q: What are these diminishing movement returns? (Credit to Guinsoo)
A: For each point of movement you would have above 490, that amount is reduced by 50%. So if your final movement speed was 748, it would be reduced to 490 + (748-490)*0.5 = 604. For each point of movement you would have above 415, it is reduced by 20%. So if your speed after all mods was 445, you would end with 415 + 30 * 0.8 = 439.
Q: Do slows stack?
A: Yes and no. Slows from items do not stack among themselves (Phage, Frozen Mallet, Rylai's Crystal Scepter). However, all other slows stack.
Just like the diminishing returns for bonus movement speed, being slowed has diminishing returns starting at and below 210.
IV. Matchmaking and Gamplay
Q: What counts as a magical attack and what counts as a physical attack?
A: The general rule of thumb is that auto-attacks (where you right-click an enemy) are physical and spells (cast with Q,W,E,R) are magical. However, there are exceptions to this rule. In the case of Ashe's Frost Arrow it still appears to deal physical damage, but the slowing affect is magical. This is why if you have Morgana's Black Shield on (blocks magical damage) you still take damage from the attack, but you do not get slowed. Another notable exception is Gangplank's Parley, which can both be dodged (can only happen with physical attacks) but can also be absorbed by Morgana's Black Shield.
Q: How do towers work?
A: Tower aggro is relatively straightforward. Going from highest priority to lowest priority (this is observed, not necessarily 100% always true):
1. Enemy champions damaging friendly champions
2. Other enemy units (Rally flag, Teemo's mushrooms)
3. Closest enemy minions
4. Closest enemy champions
One a tower has chosen to attack a champion, it will not change targets for any reason unless he has moved out of range or become otherwise untargetable.
The other important thing to know about towers is that when they attack heroes they gradually increase their damage. Ex: We'll assume the tower deals 100 damage, increases at 10% per shot, and maxes at 155%. If a champion tower dives alone and takes all tower hits, it would look like this:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (increased by 10%)
155 damage (damage is maxed)
When the tower switches targets between champions, the damage will decrease to 125% standard if it is above that. Using the previous example:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
*Tower switches to Champion B*
125 damage (reduced to 125% standard)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (damage is maxed)
The only way that this damage increase will go away is if the tower hits a minion or doesn't perform an attack for 4 seconds.
Q: How does Elo work? What does it mean? Where can I see it?
A: Elo is the ranking system used in LoL. The way is works is that when you get matched up against a team, your team will be expected to win or expected to lose, depending on your Elo.
Ex.
Team A - 1250 Elo Ranking
Team B - 1350 Elo Ranking
In this scenario, Team B is expected to win. If they win, they will gain less Elo because they were the stronger team going in.
Team A - 1250 -> 1242
Team B - 1350 -> 1358
However, should Team A win, they will gain more points than usual because it was an upset.
Team A - 1250 -> 1263
Team B - 1350 -> 1337
Note that this is acting as if the entire team has their own Elo, what actually happens is that a team's Elo is considered depending upon the players inside and other factors. As an example:
A pre-made comes in with these players:
Noob - 1000
N0ob - 1000
Noobie - 1000
Newbie - 1000
Newskis - 1000
Now, this team doesn't have a 1000 point rating when it gets put into the pool. What happens is that they get a slight modification (between 25 and 200 points, I think) because they are a premade, and are expected to be stronger than simple pubs. So, even though all the players are 1000 ranked, the actual team would probably be ranked 1100-1150.
There isn't any way to see your ELO ranking from Normal games. The idea there is that the matchmaking is for fun, and that you shouldn't be worried about losing. When Ranked games come in, those are where the ladders and competitive play will be shown.
Q: How is IP gain calculated?
A: You gain a set amount of IP based upon whether you win or lose (winning gives you more). However, there are also a few other modifiers as well. If it is your first win of the day, you get 150 bonus IP (so try to win at least once a day!). If you win the game in a short amount of time, you get some bonus IP. Conversely, if you lose, but the game took an hour you will gain IP for fighting the good fight. In addition, you gain extra IP for playing streaks of games without leaving. Then, if that isn't enough, you can always try out the double IP boost from the Riot Store.
II. Stats
III. Movement
IV. Matchmaking and Gameplay
I. Items and Auras
Q: How do items work? Do they stack?
A: All stats from items will stack additively except for those that have a UNIQUE ability. For instance, the Infinity Edge item has the following stats:
+80 DMG
+20% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
If you were to pick up two Infinity Edges, you would have the following stats:
+160 DMG
+40% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
Note that both the damage and critical chance stack additively, but because the passive to the Infinity Edge is UNIQUE, you cannot be affected by that more than once.
Q: How do item auras work together?
A: If you and a teammate both have the same item, you will be affected by the aura twice. As an example, at the start of the game you purchase Mana Manipulator. This item gives a mana regeneration to yourself and allies nearby. If you were to go with a teammate who also purchased Mana Manipulator, both of you would be affected by this aura twice.
However, if you had a third teammate that did not have the Mana Manipulator they would only be affected by one aura.
Note that you can be affected by the same aura at most twice. Once if you have it, once if a teammate has it.
II. Stats
Q: How does cooldown reduction work?
A: Cooldown reduction works additively. If you have a 9% cooldown reduction from masteries, and a 10% cooldown reduction from Stinger (an item ingame) you will have a 19% cooldown reduction. However, cooldown reduction HARDCAPS at 40%. This means that you cannot get more than 40% cooldown reduction.
Q: How does dodge work?
A: The best way to show how dodge works is an example, let's say you have 10% dodge in your runes.
10% dodge.
You grab Ninja Tabi, which gives 11% dodge.
11% dodge +
(89 * .1) = 8.9% dodge
For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)
You then get Phantom Dancer, which gives 20% dodge.
20% dodge +
(80 * .11) = 8.8% dodge +
(71.2 * .1) = 7.12% dodge
For a total of 35.92% dodge.
Q: Can you dodge spells?
A: You cannot dodge spells. The only way to not receive damage from spells is to be spell immune from one of these:
- Banshee's Veil (blocks one spell every 30 seconds)
- Sivir's Spell Shield
- Morgana's Black Shield
- Judicator's Invulnerabilty (note that unlike the others, while this one blocks spell damage, anything secondary like a slow would still happen)
Q: How does lifesteal work? (Credit to Ezreal)
A: Lifesteal IS affected by armor. If you hit for 100, they have 20% reduction, you hit for 80, you have 10% lifesteal you gain 8 hp. Lifesteal stacks additively and doesn't have a hardcap. This means that you could get over 100% lifesteal.
Q: How does spell vamp work?
A: Spell vamp works almost the exact same as lifesteal with one exception: An ability which naturally hits multiple targets (like Tormented Soil or Incinerate) is automatically 1/3 as powerful for the purposes of health gained
Q: How does armor and magic resistance work? (Credit to Garek for framing it better than I could.)
Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.
Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)
Q: What order is armor penetration/MR penetration applied in?
A: From top to bottom
Armor/MR Reduction
Flat/Linear Armor/MR Penetration
% Based Armor/MR Penetration
Q: Does Armor/MR Penetration work on everything?
A: Almost everything. The only item which doesn't is Last Whisper. Last Whisper only works against champions, minions, and monsters, and only on normal attacks or spells which apply on-hit effects. A quick rule of thumb is, "If you can lifesteal from it, Last Whisper works on it."
Q: Can you reduce armor or magic resistance below 0?
A: Yes, although the only things that can reduce below 0 is Armor/MR Reduction. Both percentage and flat penetration do not have an effect after they get to 0 armor/MR.
Q: Are there any other caps that I should know about?
A: Attack speed is capped at 2.5 attacks a second.
Q: Where can I see all of these stats?
A: When you are in-game, there are four stats at the bottom (Attack, Ability Power, Movement Speed, Armor). To see other, less common, statistics like Dodge or Magic Resistance, press 'C'.
III. Movement
Q: How much movement do the different levels of boots add?
A: Level 1 adds 50, Level 2 adds 70, Level 3 adds 90, etc.
Q: How do movement modifiers work? (Credit to Larias)
A: First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added.
Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multiplied by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.
Now, let's say you get slowed by 38% (ashe arrows). What happens is the ORIGINAL 499.5 is multiplied by .62, and you get 309.69 movement speed. Because 309 is not above or below diminishing returns, you stay at that speed.
Q: What are these diminishing movement returns? (Credit to Guinsoo)
A: For each point of movement you would have above 490, that amount is reduced by 50%. So if your final movement speed was 748, it would be reduced to 490 + (748-490)*0.5 = 604. For each point of movement you would have above 415, it is reduced by 20%. So if your speed after all mods was 445, you would end with 415 + 30 * 0.8 = 439.
Q: Do slows stack?
A: Yes and no. Slows from items do not stack among themselves (Phage, Frozen Mallet, Rylai's Crystal Scepter). However, all other slows stack.
Just like the diminishing returns for bonus movement speed, being slowed has diminishing returns starting at and below 210.
IV. Matchmaking and Gamplay
Q: What counts as a magical attack and what counts as a physical attack?
A: The general rule of thumb is that auto-attacks (where you right-click an enemy) are physical and spells (cast with Q,W,E,R) are magical. However, there are exceptions to this rule. In the case of Ashe's Frost Arrow it still appears to deal physical damage, but the slowing affect is magical. This is why if you have Morgana's Black Shield on (blocks magical damage) you still take damage from the attack, but you do not get slowed. Another notable exception is Gangplank's Parley, which can both be dodged (can only happen with physical attacks) but can also be absorbed by Morgana's Black Shield.
Q: How do towers work?
A: Tower aggro is relatively straightforward. Going from highest priority to lowest priority (this is observed, not necessarily 100% always true):
1. Enemy champions damaging friendly champions
2. Other enemy units (Rally flag, Teemo's mushrooms)
3. Closest enemy minions
4. Closest enemy champions
One a tower has chosen to attack a champion, it will not change targets for any reason unless he has moved out of range or become otherwise untargetable.
The other important thing to know about towers is that when they attack heroes they gradually increase their damage. Ex: We'll assume the tower deals 100 damage, increases at 10% per shot, and maxes at 155%. If a champion tower dives alone and takes all tower hits, it would look like this:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (increased by 10%)
155 damage (damage is maxed)
When the tower switches targets between champions, the damage will decrease to 125% standard if it is above that. Using the previous example:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
*Tower switches to Champion B*
125 damage (reduced to 125% standard)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (damage is maxed)
The only way that this damage increase will go away is if the tower hits a minion or doesn't perform an attack for 4 seconds.
Q: How does Elo work? What does it mean? Where can I see it?
A: Elo is the ranking system used in LoL. The way is works is that when you get matched up against a team, your team will be expected to win or expected to lose, depending on your Elo.
Ex.
Team A - 1250 Elo Ranking
Team B - 1350 Elo Ranking
In this scenario, Team B is expected to win. If they win, they will gain less Elo because they were the stronger team going in.
Team A - 1250 -> 1242
Team B - 1350 -> 1358
However, should Team A win, they will gain more points than usual because it was an upset.
Team A - 1250 -> 1263
Team B - 1350 -> 1337
Note that this is acting as if the entire team has their own Elo, what actually happens is that a team's Elo is considered depending upon the players inside and other factors. As an example:
A pre-made comes in with these players:
Noob - 1000
N0ob - 1000
Noobie - 1000
Newbie - 1000
Newskis - 1000
Now, this team doesn't have a 1000 point rating when it gets put into the pool. What happens is that they get a slight modification (between 25 and 200 points, I think) because they are a premade, and are expected to be stronger than simple pubs. So, even though all the players are 1000 ranked, the actual team would probably be ranked 1100-1150.
There isn't any way to see your ELO ranking from Normal games. The idea there is that the matchmaking is for fun, and that you shouldn't be worried about losing. When Ranked games come in, those are where the ladders and competitive play will be shown.
Q: How is IP gain calculated?
A: You gain a set amount of IP based upon whether you win or lose (winning gives you more). However, there are also a few other modifiers as well. If it is your first win of the day, you get 150 bonus IP (so try to win at least once a day!). If you win the game in a short amount of time, you get some bonus IP. Conversely, if you lose, but the game took an hour you will gain IP for fighting the good fight. In addition, you gain extra IP for playing streaks of games without leaving. Then, if that isn't enough, you can always try out the double IP boost from the Riot Store.