The Veigar Changes: All-Out Math

Dalthine·2/14/2015, 1:29:58 AM·44 votes·4,052 views
Veigar_Graph.png

Tl; dr: The changes are in a good direction, but Veigar's burst is not made up for with the removal of DFG, and he has to land 40% of his Q's on two minions after the change in order to break even before the R nerf. He needs a little more work.

The Excel file where the numbers came from is linked at the bottom along with assumptions.

I'd like to start off by saying I do like the flavor of the changes and their direction. The Q change adds a lot of versatility into his kit in order to boost his laning. It gives him the ability to farm at range, while at the same time lets him have a poke that he can twist through minions in order to hit his lane opponent without getting too close. I even approve of making the stun cage delayed so that you can rebudget some power. However, people don't play Veigar to poke through minions or tweak an enemy's nose in preparation. People play Veigar to delete people. And with people being able to "dodge" his cage, even by staying inside it, leaves them able to avoid the burst that was previously guaranteed. The meteor in particular is going to be nearly impossible to land on the intended target, and based on his previous numbers he's going to need every bit of his damage in order to make up the difference.

What I want to be done is for Riot to remember just why they were making these changes in the first place. I like the reshuffling of power, but that's almost all it is. There is almost no power added in order to make up for an item that was completely core to his pattern being removed. Veigar needs a little more love or he's going to fall behind, especially right now when mobility is such a strong factor in the meta. His previous defense against those mobile opponents, when someone jumped on him, was to put the cage down to stun and then delete them before they recovered from it. Now, he no longer has that defense as the cage is much easier to dodge, and without the cage so is about 30% of his burst, and without DFG that means he's missing about half of his burst before it's removal. The nerf to R is only exacerbating this.

Edit: (Adding this paragraph to include my reply with an idea to help fix it.) His E does need some degree of counterplay since an enemy walking into it is a potentially guaranteed kill. I don't mind that it has counterplay added in the delay. However, he needs to be able to hit his W in order to keep his burst up. Reducing the delay on his meteor to the point where an enemy has to make a comparatively light investment in boots in order to avoid it would help him quite a bit. In addition, potential "free" harass while ignoring minion waves can be mitigated by making the meteor deal less damage the further from the point of impact you are.

I realize this will likely get left in the dust compared to all of the mass of other topics talking about the Veigar changes, but oh well. I'll provide a bit of evidence.

===

Looking at the Numbers

The metric I used to measure the effectiveness was the raw damage in Veigar's burst, coming from a combination of Q, W, and R. In the cases where DFG was used, it was included in the rotation. It should be noted that the additional HP% damage from DFG wasn't even included in the calculations to even further highlight the discrepancy, only the damage amp. HP% is harder to accommodate for given the wild variance in HP of targets.

Comparing Veigar directly before and after the changes, his damage is directly less. Assuming that Q is used every time it is ready in order to get the maximum value out of changes to its cooldown, Veigar's burst loses ~220 damage at Lv18, based on the nerf to his ultimate. That's about 7% nerf to his overall burst compared to his current, live state.

Looking at the percentage of double-hits required, 40% of the new Veigar's Q's need to kill two minions in order to even out from before the changes without DFG. That's the closest result from the direct percentage values I ran for, since I incremented the percentages by 10%. In truth it's somewhere between 40-50% in order to fully even out the nerf to his R's ratio. Considering the majority of his stacks will come from later in the game where he can probably one-shot minions with it, this isn't too far-fetched. But it does nothing to make up for the loss of DFG.

Even if Veigar double-hits on every one of his Q's, he will still do ~400 less damage (without counting %HP from DFG) than his DFG build at Lv18. That means that this is a pretty significant nerf compared to his pre-DFG state. His burst is both offense and defense for him, and I know that even if you don't like how strong his burst was, it's why people played him. That's a 10% direct loss in power, again without the %HP nuke from DFG.

Veigar won't even out to DFG damage until the point where he would have previously been at 400 stacks, with double kills on every stack. That's pretty ridiculous. It's saying that if the game goes on for more than an hour, that's the only point where he'll even be able to pretend his burst was the same as with DFG. And again, that's if every stack he would have gotten with previous CD's is a double kill.

Increasing pre-change stacks by 50 will lower the percentage of required double-kills by ~5%. That's a pretty tall order. Those double kills might not be so hard to come by the later you go, but the higher that base number of stacks go, the more difficult it becomes for Veigar to have been meeting that standard before.

Like I said, I realize there's some utility in Q added, but he's also losing utility and a lot of safety on his E in exchange. In addition, as stated previously he's losing a huge chunk of his burst in the newfound difficulty in landing his meteor on an unstunned target. Please keep this in mind.

===

Math File and Assumptions

Boring stuff here. If you tl;dr a lot, just skip this.

The following principles were used in order to determine relative power, items, etc. at points in the game.

  1. Average general breakpoints were used in time based on levels 1, 2, 6, and 18, scaling linearly between these levels.
  2. Gold is determined based purely on a gold per minute standard. Gold per minute was scaled back from LCS top scorers to 350 gpm to better reflect a more average player. (LCS records link: http://na.lolesports.com/na-lcs/2015/spring/stats )
  3. Static builds were assumed, with the build order assumed at the bottom.
  4. Items were assumed to be built immediately upon reaching the required gold.
  5. Recipe items' AP values only include the amount added by creating the recipe, and not the components' AP.
  6. Runes were raw AP quints and blues, with 21-0-9 on masteries focusing on the AP side of offense.
  7. Ability max order was assumed as RQWE. I realize this is not necessarily standard but is quicker to illustrate power discrepancies.
  8. Q stack standard was assumed to be 150 at 35 minutes for pre-change Veigar. Findings based on varying this value noted above.
  9. Q stack at a given level was taken by simply dividing the total number at Lv18.
  10. Cooldown differences were used to scale the standard number of Q stacks' differences into a "new" value based on the CD change. This was done summarily per level in order to keep up with the original expectations of stacking.

If you plan on toying around in the file for numbers, I recommend only changing the values below the huge blob of numbers. These are basically the inputs. I didn't fancy it up; I was mostly doing it for the chart. But I welcome people to use the file to see more about the results of this change to Veigar's burst.

Input variables include: Cooldown changes (before and after) Raw AP from runes/masteries Item builds, in order, up to supposed gold at 35 minutes Gold per minute Q stacks at 35 minutes AP raw power and ratios in before and after states

Link to the math file (Excel): https://www.dropbox.com/s/ca7j35u8d9ujevr/Veigar_DFG.xlsx?dl=0

(Sorry, I don't know how to do the fancy horizontal lines to make this more readable.)

35 Comments

CupcakeTrap2/14/2015, 1:32:00 AM7 votes

I like the reshuffling of power, but that's almost all it is. There is almost no power added in order to make up for an item that was completely core to his pattern being removed.

Well said.

Speaking of math, here's my own Veigar spreadsheet. For a while, I got the idea that I should use this to quickly calculate who was burstable and who wasn't. I eventually realized this was too much work to pull off reliably in a match, and that I wasn't quite that tryhard anyway.

Still, it shows (I think) just how significant DFG really was.

Altricad2/14/2015, 2:13:22 AM4 votes

GJ on the math! +1 I like the new q changes, and in fact he's not losing a lot of damage either.

What the community is saying is the nerf to his stun is gonna kill him due to the delay that is introduced.

Hopefully, Riot sees this post and doesn't buff his mana costs or something instead of the stun...

Retillin2/14/2015, 1:31:10 AM4 votes

Up vote for math!

Auryiel2/14/2015, 6:22:56 PM3 votes

There is ONE thing, though

Now Veigar can kinda poke before team fights

That's the ONE redeeming quality and in terms of burst I think you can make up for it with just a bit of poke before

The real disgusting change is not the loss of damage, but rather the insane delay on his E coupled with the fact that his W STILL has a massive delay

He basically has two damage abilities and 2 zoning abilities

CoolKnightST2/14/2015, 3:09:04 PM2 votes

It feels the .75 second delay on his E is a little bit to long. Maybe .50 second or even .25 seconds would be better.

Zirzon2/14/2015, 12:35:28 PM1 votes

The nerf to R is only exacerbating this.

Indubitably.

LordOfTheLeague2/14/2015, 12:54:56 PM1 votes

I played him in the pbe and it does come really fast to be able to kill 2 minions with his E so your ap grow really fast. I had 600 ap with morello + rabaddon at 20 min (close to perfect cs vs bot).

Solaxo2/14/2015, 1:11:53 PM1 votes

I don't care about math. I want him to be fun again.

Borbland2/14/2015, 2:21:31 PM1 votes

He got les damage and his cage got nerfed, but he got his mana costs + CDS buffed.

Maybe he's less of a burst mage, but I'm pretty sure he will still be able to nuke squichies down.

The changes will give him more lane safety, and actually gives some counterplay to his cage (Rushing Banshee and Qss to counter Veigar is not funny. Having to buy an item to be sure of not dying is never funny. Look at Zed)

Marinaras Trench2/14/2015, 4:35:14 PM1 votes

One of the best changes they could do is to increase his base mana regen slightly.

Sir Ravvybottoms2/15/2015, 3:44:30 AM1 votes

I love the compiled information and concerns being composed very thoroughly.

Might do some good to double-post this up in the PBE area since this is more a future thing though, right?

http://boards.pbe.leagueoflegends.com/en/ (unless it's there already and I missed it or something :P)

But I'd like to see non-pbe's thoughts on the evidence to this valid concern here as well. Let's get this one lit up.... So... continue on. ^^

Iittala2/15/2015, 4:01:45 AM1 votes

The maths... all the maths.. we know you arn`t balancing rito

Sailor Mint2/14/2015, 1:40:30 AM1 votes

You fail to mention that his stacks get amplified by Archmage and Deathcap's AP modifiers (stacking up to 36.5%AP). With a Deathcap and masteries, you need 12.7 extra stacks per 100AP for his ult damage to break even.

The Red Warden2/14/2015, 2:54:28 AM1 votes

I have the feeling Riot is just going to do the endless PR statements about why this is actually "better" while ignoring all the complaints, just like they did with Cassiopeia.

But you know Riot in their infinite wisdom knows better than anyone with constructive complaints with facts to back them up, we should just say yes to every thing they do and never make complaints (sarcasm)

DanofDemacia2/14/2015, 3:53:15 AM1 votes

He still does more damage than most mages so stop complaining.

Cerbearus2/14/2015, 8:25:48 AM1 votes

I mean he did get lower CD on 3 abilities so even with less burst you have more uptime on abilities.