Month: May 2010 (Page 3 of 6)

LoL: The new armor/magic penetration system

Last Whisper.One of the biggest changes in this most recent test realm patch was a change to the way both magic and armor penetration affect damage. This is possibly the biggest change to the game that I’ve seen, so I’ll try to cover it in as much detail as possible over the course of the next few days.

First, you need to understand the current system. The current system is based off a couple stats. There’s flat penetration and percentage-based penetration. Flat penetration reduces defensive stats by the same amount regardless of how much defense your target has. Your runes are flat penetration, in the case of armor giving up to 29 armor penetration at level one. That’s a big deal considering most toons have 25 or less armor at that point in the game. That’s also the reason for the change. Riot didn’t like that you could potentially deal “pure” damage to another level one player, so they changed it. The old system also worked based on your armor number. If you got an item like Last Whisper, it would reduce your target’s armor number by 40 percent. If he had 25 armor, he would now effectively have 15. If he had 100 armor, it was down to 60. That’s important because the amount of damage reduction given by armor does not scale linearly. At 100 armor you take 50 percent of the damage dealt. It takes 300 armor, though, to bring that number down to 25 percent. In the new system, penetration affects defense differently.

The new system allows for percentage-based penetration only (current runes will be changed to a percentage to adhere to the new system). This system also affects damage reduction based on the percentage of damage reduced, rather than the defensive stat number. This means penetration scales more quickly the more defense your target has. Here are the new stats according to Phreak:

Against 100 armor, the old Last Whisper had you deal 62.5% damage (from 50% without). The new one has you deal 63%. Void Staff is slightly higher.

Against 200 armor, old Last Whisper dealt 45.45% damage (from 33%). New one deals 50.67%.

Numbers aside, the point is that you will not hit squishies as hard in the early game because you will not be able to reduce their armor significantly but you will hit tanks harder the more defensively they build. Does this seem problematic to you? It should. The whole balance of the game rests on the fact that the greatest threat – carries/casters – are also the easiest to kill. Tanks exist to provide a point of initiation and control for a fight so that those squishy damage dealers can stand back and deal damage from safety. This change dramatically shifts that balance.

Now granted, making the the squishies less so doesn’t exactly mean they’ll be incredibly durable. They will be durable enough, though, to discourage many of the early game shenanigans that make this game fun, particularly if they stack health. Imagine that you hit that level one Ashe at 15 percent reduced damage. If she gets any health beyond her base you will have a very tough time bringing her down unless you were annihilating her before this change.

The real problem, though, is for the tanks. Because of the way the new armor penetration works, tanks become essentially as squishy as everyone else as the game wears on. The only champions that won’t be affected as heavily will be tanks like Shen or hybrids like Garen, who have flat or percentage-based damage reduction with no counter. Effective HP tanks, tanks like Rammus and Mordekaiser, will have a very tough time against this change.

This change is also a nerf to caster damage. One of the best ways to currently improve caster damage is by purchasing early magic penetration. Magic penetration doesn’t scale per level as armor does, so players who don’t invest in MR items are highly vulnerable to magic attacks. With the new change, magic pen will be garbage against most targets, making pure AP the best way to go, which already scales fairly poorly if you can’t get fed.

Maybe the biggest problem with this change, even bigger than making tanks feel very obsolete, is the fact that this pushes people away from variety and toward sameness. HP is now so much better than MR or armor that most tanks will probably just stack it instead. DPS toons now have virtually zero incentive to choose an attack damage item that isn’t Infinity and an attack speed item that isn’t Last Whisper.

I’ll be playing a lot on the Test Realm to get a better sense of how this actually affects the game. In the meantime, enjoy your rune pages while you can and start saving IP for some new ones.

LoL: Stealth TR update includes new hero (Al’Zahar) and a bunch of chnages

Al'Zahar pic.I was shocked when I logged in to the Test Realm forums yesterday and found an update post. I was even more shocked when I saw the massive list of changes inside, including yet another new hero, Al’Zahar, The Prophet of the Void.

I’ll start with the new hero, if only because he’s the easiest to cover.

Summon Voidling (Passive): After casting 5 spells, Al’Zahar summons a Voidling to engage enemy units for 21 seconds. Voidlings grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).

Call of the Void: Al’Zahar opens up two portals to the void, After a short delay, power erupts from the voids, dealing damage and silencing all enemies hit.

Null Zone: Al’Zahar creates a zone which deals the greater between a flat damage and a % of the target’s max health.

Malefic Visions: Al’Zahar infects his target’s mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and restore mana to Al’Zahar.

Nether Grasp: Al’Zahar grips his target in an engulfing void of energy, dealing damage each second.

I’m actually pretty excited about this guy. It’s nice to see someone that finally sounds like a pure caster, and a strong caster at that. AOE silence is great, especially if you have someone like Amumu or Shen to hold your targets in place, and his Voidlings plus the Malefic Visions will help you farm like mad. From the sound of things he’ll be a mix between Enigma and Atropos from DotA. The language for his ult even uses the word “grip,” (Atropos’ ult is called Fiend’s Grip). I’ll get you some more impressions once I have a chance to get into a game. As you might have guessed, the TR is swamped – so full you can’t even look at the practice game list.

I was going to try to cover all the other changes here, but there are so many that it would be eternal. For now, I’m off to see my sister’s baccalaureate graduation. I’ll update more when I get back.

LoL: lolbase.net

lolbase bannerI have often bemoaned LoL’s lack of comprehensive statistics. As it currently stands, you can only get detailed stats on your top 3 champions and your last 10 games, and neither are really that comprehensive. You still don’t get to see your teammates’ performance, for instance, or a numerical value for your K/D spread beyond the actual spread. You can get yourself some of the stats with a calculator, but having it all in hand would be mighty nice.

I found a post on the forums two days ago about lolbase.net, a site dedicated to providing comprehensive stats for players based on the info buried in the log files for each game. Players upload their log files to the site, which then parses them and keeps track of individual stats for every player. It’s not perfect by any means – it can’t record games either you or someone else doesn’t upload – but it’s the best solution I’ve seen so far. It was also a bit surprising to log in and find myself with almost 80 recorded matches when I haven’t done a thing.

The more I look around the site the more I hope Riot just buys them. It would be so nice to have a robust, web-based stat system to browse outside the game’s often slow and clunky interface. Until then, I’m going to start uploading some log files to get myself a nice stat list going.

LoL: Akali impressions (live)

Akali on TT.I’ve only had the time for four games today with Akali, but between that and my time on the TR I feel like I have enough data to offer up some initial impressions.

First, I like Akali. The energy system provides just enough spam to keep me happy while still limiting DPS output to a reasonable degree. That said, the fact that Akali is melee makes her incredibly susceptible to CC/AoE damage dealers, and without her own hard CC she can be easy to counter.

For my first game I set out to try AD. It was broken for most of her duration on the TR so it seemed right to give it a go. Akali is a great farmer, especially if you have a lane partner capable of some decent harass. I had quickly put together my Rageblade and a Phage (which I didn’t love). My burst was solid and I was healing well from her passive, but I was missing something. My next item was a BF sword, and in the time it took me to farm that (which wasn’t long) I watched my damage go from good to just below mediocre. She doesn’t have enough of a CC to keep an opponent close and her Mark of the Assassin (Q) and ultimate are both laughable as AD. Mark is so bad as AD you shouldn’t even waste the energy to use it. By the time I had a Bloodthirster and Infinity (yeah, my farm was huge in an average length game) I was cutting people down fairly quickly, though mostly through right clicks, which kills a lot of the “feel” of the character. Crescent Slash feels extremely lackluster the further the game gets, mostly because of the crappy damage coefficient. I know she’s meant ot be a hybrid toon, which is fine if you have a mix of AP and damage, but consider a skill like Volley, which is used at range, covers a wide radius, gets 100% of your attack damage plus bonus damage and shares a similar cooldown. For the number geeks, at 300 attack damage, Crescent Slash will deal 310 damage (180 from AD ratio plus the 130 bonus damage). Volley, by comparison, would deal 380.

For the second game I went AP and was similarly disappointed. The ult felt better, but her ratios are pretty bad for Mark (40%) and downright deplorable on Crescent (30%). Without a monster farm she is hardly something to fear, especially since she has to be on top of you to deal any damage. The only person I felt like I was rocking was a Zilean who had built zero survivability, and once he was down I was usually out of energy, leaving me woefully exposed to his allies. Consider that at 300 AP – which is a lot if you aren’t sitting on a 20-stack Soulstealer and can’t benefit from Archangels – her Crescent is dealing a meager 270 damage while Mark is hitting for 540 (including the proc). Compare that to Anivia’s Flash Frost – which you can proc for extra damage if you’re good – hitting for 660, stunning, slowing, and synergizing with her other nuke. I think increasing her ratios a bit would make AP feel much more viable. Since shroud deals no damage, she needs the other skills to hit hard. I feel like her passive is meant to counteract her melee vulnerability, but by level 10 a 20% spell vamp isn’t going to save you from much. In most cases you’re healing back something on the order of 60-90 damage for each cast. That’s fine if you’re at a distance and capable of running but when you’re buried in the mix it’s not going to help.

On the whole, I think it’s still very difficult to make melee DPS viable without some sort of survivability. Garen works well because he has both passive and active damage reduction, a speed boost, and slow immunity. Though you could argue that Shroud adds survivability, your enemy still knows where you are and can spend AOE skills to blow you up without much trouble.

As I play her more, you can bet I’ll be making more posts about her viability. Stay tuned.

LoL: Patch Day (Akali)

Stinger Akali.

Patch Day is once again upon us, this time heralding the release of Akali, the Fist of Shadow. It’s a patch I’m excited for, mostly because the ninja trio is finally complete. There are some other good changes, though, including a Shen nerf, a Master Yi semi-buff (more on this later) and, an Amumu buff, and some minor changes for several other heroes. This patch also gives us Gentleman Cho, so be ready for well-dressed alien epicurean exploits.

First, we should talk Akali. As mentioned in my initial review, she is too hybrid for the current itemization. If you’d like more than just my opinion, consider that Phreak’s Akali spotlight recommends Mejai’s Soulstealer and Sword of the Occult if she’s going to do well. It makes sense to a degree, but it also points out a significant gap in the itemization. The best thing after Guinsoo’s Rageblade is two high risk/mediocre reward items? Seems to me the 1235g for Mejai’s would be much better spent toward some real AP for Rylai’s or a Brutalizer on the way to your Ghostblade.

The Master Yi situation seems like a stopgap to me. It might keep the Yi fanatics from crying quite as much but he still suffers his old fate. He’s highly susceptible to CC, often requires his ult for escape rather than attack, and offers none of the team utility of other melee DPS toons. I’ll take a Garen/Pantheon/Udyr/Mundo/Shaco/Warwick/Gangplank and even Tryndamere over Yi any day of the week. Yi’s only strength is backdooring towers, and if he’s left to do so your team likely would have won anyway. He is undeniably better than before, but to a pathetic degree. It’s like “improving” a car by giving it a sunroof. Nice? Sure. Does it improve the functionality of the vehicle? Not so much.

The Amumu buff will be especially nice for the first 6-8 levels. That’s typically the worst part of Amumu play because of his long cooldowns and pathetic early-game damage. With an attack buff and some cooldown reduction for Tantrum, he should farm much better and generally seem more enjoyable at every phase of the game.

I’m willing to wait to pass judgement on Udyr until I hear a little bit more from Udyr players. I rarely play the shapeshifter, mostly because I struggle in the jungle (I know, it’s sad). I do know a few Udyr fans, so I’ll see what they make of the nerf before I offer any targeted opinion. I will say that using Treeline as the baseline for buffs/nerfs seems ridiculous when Mundo is so god-forsakenly strong on that map and hasn’t even been grazed by the nerf stick.

Enjoy the time with the new champ tomorrow! As always, I’m sitting on enough IP to buy her several times over, so you can bet I’ll be playing her as soon as possible.

« Older posts Newer posts »

© 2026 Fearless Gamer

Theme by Anders NorenUp ↑