complete analysis of champions

Otter4Blue··1 votes·496 views

something i wanted to do is a full analysis of all the champions in the game. rate them as the total damage output on even ground (+100 ad and ap and at lvl 18), also include utility value, and damage absorption. and taking an average of those numbers to get the power of a champ.

the plan is then to take all the power lvls of all the champs and average them to find the average power lvl in the game. then compare and rate champions on being + or - of that average.

the idea is that any champion above 2 standard deviations of the mean is either too weak or overpowered.

this will come in useful when designing a champion to know if they are too strong off the bat, or too weak. this will also give a definite answer as to the best champion in the game.

the analysis will take into account every form of utility and convert it to a number of utility, and will take every tackiness and convert it to effective health, and sum up all the damage the champion could do in a set amount of time.

i am curious if you have something like this Riot or could you use such a thing?

if you do have such a thing i would love to see how you accounted for the different utilities of hard and soft cc, and soft and hard ally assistance. if you dont have such a thing i would love to give you my entire thoughts on the idea, as i think it is and interesting concept.

lastly i dont think that such analysis will hurt the game as long as the champions are balanced and strongest champ still has to be played correctly and with the optimum build for that game.

p.s. it could also tell you which champions could use a rework before others, Food4Thought.

10 Comments

Marthian3 votes

There are too many variables for this to be feasible.

Otter4Blue1 votes

there are three main factor offence, defense, and utility.

in offence you add the total heal dealt to average champ. in defence you add the total effective health the champ gains due to this. in utility you assice values to soft cc, hard cc, soft buff, hard buff, mobility, and terrain and add them up.

pls note the last one is the hardest as there are no premade values for it and they have to be invented. the value does not matter as long as it is consistent across all of the factors. i personally see 8 variables.

for comparison animal migration can have 21 at least.

do you still think there are too many? if so which did i miss? i will be glad for your help.

Marthian1 votes

Movement speed, projectile speed, player skill, items built, base stats, who'd you hit, did you hit one person or all of them, crit strike, and loads more.

You could have a champion that has an ultra slow skill shot that deals 800+1.5AP true damage at mid-long range. but it would hardly matter in comparison since it'd never actually hit anyone.

Not saying you can't, but numbers are not everything.

Otter4Blue1 votes

first thing first im taking the assumption that everything hits for an equal playing ground, so no skill involved.

second the champs will be naked, no items included, personal stacking items are half fully stacked.

thirdly, if the skillshot has less range and speed than the average speed of a projectile, then it will get a negative multiplier rather than a positive one. (this point i had to think about and will help)

lastly, yes numbers are not everything, but im looking for the strongest by the numbers, every champ can get outplayed.

Posui Gart3 votes

How can you count champion's mobility, the fact his spells are AOE/skillshots/have more range than most/has %hp damage/has CC? How can you evaluate Yasuo's Windwall, Azir's ultimate, Anivia's wall? What items should they use? How much stacks are counted for Nasus/Veigar/Sion/Thresh/Bard?

Otter4Blue1 votes

mobility falls under utility and is given the distance covered int the alotted timeframe which is currently 10 sec.

AOE abilies get bonus on the area they cover, skillshots the same, targeted get no bonus.

im still working on a system for cc and %health damage i will use the average health in the game at lvl 18.

the walls are complicated in terms of utility and i have not how to evaluate them yet, but i could come up with something.

lastly for the stacking champs the stacks will count as the average stacks players get by 40 min which is usually lategame.

good questions, but i specifically will not include items in this analysis, this is because items are complex and often are situational and as such not worth using as there is no average optimum build.

i hope that answers your questions

RocketRelm2 votes

How do you account for the fact that Riot sometimes puts the Base Stats of a champion into their abilities (Tristana)? How do you account for the fact that Riot sometimes puts the Passive of a champion directly into their Base Stats (Heimerdinger)?

Otter4Blue1 votes

as all champs are counted at lvl 18 i can take these directly from the abilities or base stats.

btw: what passive is in hiemer's base stats.

RocketRelm1 votes

{quoted}

as all champs are counted at lvl 18 i can take these directly from the abilities or base stats.

btw: what passive is in hiemer's base stats.

Heimer raises all of his allies HP/Regeneration by a significant amount. Riot decided not to make him favored by his own aura, and instead just upped his Base HP Regen to be similar to as if he was affected by that aura.

Otter4Blue1 votes

interesting, ill have to make sure i dont double dip that hp regain then.

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