Need help from Riot and players on IB2 Mathemetics IA

ninbushido·8/22/2014, 10:15:49 AM·2 votes·1,212 views

Hi LoL Boards, I'm currently working on an IA (Internal Assessment) for my second year International Baccalaureate Mathematics SL course. I've decided to explore the relationship between game ability trajectories using quadratics, and see if I can apply the mathematical side of this to in-game mechanics such as movement prediction in hitting enemies, etc. Since quadratics deals with parabolas and curves I am targeting a very specific ability category within League of Legends: ground-targeted, curved-trajectory (with travel time), circular area-of-effect skillshots. This means this category includes abilities like Corki Corki's [Q] - Phosphorus Bomb, to extremely long-range abilities like Ziggs Ziggs' [R] - Mega Inferno Bomb. I've compiled a list of abilities that match the description above but I've run into a few kinks that I am not very good at detecting, don't have time to test, or cannot obtain on my own. These are:

  1. The supposed "Z-axis" height of these curved skillshots (need Rioter for help with this). Yes the "Z-axis" does not technically exist in the game which explains how flying units like Malazahar or Anivia can still be affected by grounded AoE's like Morgana's [W] - Tormented Soil, but visually we still see the projectile go up and down, and I'd like to know this height as programmed into the game visuals. Rito-er help pls!
  2. Skillshots that have a set travel time. For example I think that Xerath's ultimate, [R] - Eye of Destruction, has a set 0.5 second travel time where no matter how far he shoots the projectile. This means that his skill-shot travel speed will vary depending on distance --- this makes it hard to calculate the speed along a trajectory when factoring in movement speed of an enemy unit you're trying to hit, for example. I think Nami's Aqua prison works the same, but I'm not sure about other spells.
  3. This also brings me to my third point, which is the speed that some spells travel at. The spells that don't have a set travel time have a set travel speed, which means the closer you shoot it the faster it will hit the ground. Not all spells have their speeds listed so if anyone knows (Rito-er pls again!) where I can obtain those speeds please let me know! Or if you've done previous calculations on this let me know as well. I may have to resort to using LoggerPro or a similar software to analyze and calculate each spell using estimated game units and time spell takes to hit maximum range to calculate said information which would turn out to be somewhat inaccurate, and I'm looking for the most accurate study as possible!
  4. Spell AoE radii --- most of these are listed on LoLWiki but most are not listed on, I will list them if I need them!

I will now list the abilities I have categorized under the category of ground-targeted, curved-trajectory (with travel time), circular area-of-effect skillshots.:.

http://imgur.com/LeGbWIN

If the table doesn't show up it's also attached!

TL;DR Student working on Math IA on League of Legends ground-targeted, curved-trajectory (with travel time), circular area-of-effect skillshots. Need help on information that involves both Rioters and redditers!

Here's the original Reddit post.

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