LoLValues - a web app for valuing runes, items, stats, and builds!

Delucion·1/19/2015, 11:52:52 PM·3 votes·2,182 views
LoL Champ Build Gold Efficiency

Hi everyone! Since November I've been working on an app that would value items, runes, and even a champ's stats based on a champion's abilities and stats rather than shop price of basic items. This solves a common problem where one can be misled by the gold efficiency of an item when those item's stats really are not worth it on your particular champion. For instance, in this app, if a champion doesn't have any AP ratios (or AP ratio items like Lich Bane), AP is worth 0g per point, instead of 21.75g.

Currently there are 45 champions whose abilities have been coded in, along with all champion's base stats, and all the finished items (legendary, mythical, and some advanced - anything that can't be upgraded further). Some basic items like health pots, mana pots, crystalline flask, dorans and basic boots have been added as well. All runes are also included. Everything is up-to-date with patch 5.1.

How does it work? Well, on the champ comparison table, you'll click the "Select" link on the row of the champ you want to create a build for. Once on the champion's page, you can select runes and items. Runes are initially sorted by the most valuable at level 1, and items by their total gold efficiency. Once you've made your build, you can click "Show Build Summary" and get a nice summary you can copy to store in your notes for the game somewhere, if you so choose.

I really hope everyone enjoys this app. All feedback, bug reports, and requests are appreciated. If there are any questions about the app or how it values the various stats, you can check out the about page, here: http://www.theworldwithin.org/LoLValues/www/about.html . If I don't have your favorite champ yet, I apologize - I wanted to get this out even if it wasn't finished, because there's still a lot of content here already! Let me know if you'd like me to prioritize a champ for you, and I'll see what I can do. I plan to bump this thread with updates every so often, so you can bookmark this page or check back in the Tips & Tricks forum every so often. If you like the app and think it's valuable, I encourage you to share it with fellow league players : )

That said, take care, and have at it!

24 Comments

Delucion1/29/2015, 9:42:35 AM1 votes

Now current with LoL version 5.2 . Update/bugfix: the value of armor/mr includes the amount of HP healed from HP5 during the combat period. That is, if you have a ton of armor, not only will the value of HP increase, but the value of HP5 as well.

Delucion1/31/2015, 2:26:50 AM1 votes

Recent updates: The way MP/Energy is valued has been changed to reflect the burden (rather than the benefit) of having a resource pool as opposed to having unlimited resources. %Movement speed has been changed to reflect the update to Aether Wisp and is now worth 39.5g per point. This affects the value of all CC as well. Effective HP is now based on the average effective HP (between all champions) gained from a ruby crystal at any given level. This lowers the value from 2.667, which it was previously. This affects the value of all damage and stat values that contribute to damage output or damage reduction. Bugfix: Cooldown reduction through auto attacks and abilities now works as intended. Previously it was reducing cooldowns way too much, leading to champions like Ryze to become extremely overvalued. Champions added: Anivia, Zilean

Delucion2/13/2015, 5:22:56 AM1 votes

Recent Update: Now current with version 5.3! Champions added: Aatrox, Azir, Braum, Cassiopeia, Brand, and Caitlyn Minor change: a champ's stats in the comparison table now include the approximate value of a champion's gp10 (in SR) - most champs have the same gp10, but it reflects the inclusion of this value on the champ build pages Aesthetics: Abilities are now in a sortable table, and includes a more detailed breakdown of where value is coming from in an ability! You can now see the total stat value for a champ (no need to try to sum it up in your head!) The build summary now includes the total stat value per second. Rune value per second has replaced flat rune value in the build summary, as well. Bugfix: dot onhits are not re-applied via abilities that proc onhits, due to this being covered already by auto attacks

Delucion2/26/2015, 2:05:02 AM1 votes

New Update: Now current with version 5.4! Bugfix: buffs and bonuses now being correctly added to the champion

Delucion3/6/2015, 5:02:33 AM1 votes

Masteries Update! You can now add masteries to your champion, and view the average value per point of any given mastery UI updated so that the header options (such as turning AoE on or off) are always visible Nami and Lux added

Delucion3/8/2015, 11:32:29 PM1 votes

Update: Gold Value: Gold (earned through gp10 or as a flat amount via Wealth mastery) is now valued according to the average gold efficiency of the top 10 non-gp10 items. This way, the value of gold is based off of what you can buy with that gold, rather than just being equal to the value of gold itself. This helps to make the value of gp10 items more clear for the user. Resource Pool Limitation on Ability Uses (and ultimately value): For the purposes of valuing stats like CDR and Ability power, their value is now limited according to when the MP or Energy pool will run out before the combat period is over, in the sense that any abilities that can't be used due to cost restrictions will not be considered as used over that extra time when one is without resources. This does not effect abilities with no cost, however, and the value of resource-related stats are not restricted. This helps with clarity: if you have no MP/Energy for an ability, then the value from those extra uses of the costing abilities shouldn't be added. **Mastery Totals: **You can now view the total values for mastery categories (as well as the grand total from all categories) as you add masteries. This total is also included in the build summary, now. UI: Headers now are smaller to make keep the page more compact

Delucion3/11/2015, 11:08:26 PM1 votes

Update: New Champions added: Jax, Garen, Katarina, Kassadin, Karthus, Kayle, Morgana, Lulu, Nasus, Olaf, Rumble, Shen, and Sivir

Delucion3/13/2015, 8:01:28 AM1 votes

Update: Now current with 5.5! New Champions: Bard and Soraka

Delucion3/19/2015, 8:06:54 AM1 votes

Update: New Champions Added: Zyra, Tryndamere, Twisted Fate, Xerath, Riven, Rengar, Kha'Zix, Yasuo, Jarvan IV, Lee Sin, Cho'Gath, Darius, Diana, and Dr. Mundo! (only 35/123 to go!)

Delucion3/25/2015, 3:34:16 AM1 votes

The All-Champs Update: At long last, all champions are now covered by the app! Now you can compare champions given a full roster of all champions, as well as build up any champion you want to. There are a few known little bugs, such as accurate bonus mods in such special cases as Vlad's passive, but even so you won't get wildly inaccurate numbers, either. These will be fixed soon enough, but for now, enjoy the full champion roster!

Delucion3/26/2015, 3:01:18 AM1 votes

Now current with 5.6! Value change: Twitch's Poison Cask now accurately has value from the true damage of 2 stacks of passive (assuming less than 5 stacks)

Delucion4/3/2015, 11:53:05 AM1 votes

Bugfixes: Luden's echo missing was causing the wrong item to add sometimes. Luden's echo has since been added back in, since it's in the game now, after all. Stats now correctly get modified by bonuses with stat modifiers, even in edge cases as with modifiers that stack multiplicatively (e.g. Archmage and Rabadon's) and with modifiers that can add to their own reversal if there are X->X modifiers in-between (e.g. Vlad's passive adds to itself the appropriate amount when archmage, rabadon's, juggernaut (mastery), or any combination of these modifiers are present). In other words: more accuracy! Hurray!

Delucion4/9/2015, 3:06:41 AM1 votes

Update: Now current with version 5.7!

Delucion4/30/2015, 6:55:05 PM1 votes

Updates: Now current with version 5.8! Visual upgrade - now includes item pictures next to items API update: app now uses Riot API in order to fetch the latest data pertaining to champion stats and items. This will allow for auto-updating on these parts of the code Known Issues: due to the new format of the API data for items, the upgraded boots items do not have the added abilities of the base items (such as tenacity or auto attack reduction) included, but still have the price. That said, you can still compare tier 2 boots by looking directly at those items (filter item stats by "b_ms" (for bonus movement speed) to get all boots items) Lots of Tooltips added, for both the settings at the top of the page and the main page champ comparison table Bugfix: A champ's basic stats on the champ comparison table now do not include the stats added from buffs and bonuses. This was adding the value for buffs/bonuses twice, and giving an unfair advantage with high buff/bonus values. Whoops! Also, you can now pause value updating! The update process can take a while, so by pausing updating, you can make a few changes quickly, before turning it on again to get the latest updated values.

Delucion5/14/2015, 4:06:16 AM1 votes

Updates: Now current with version 5.9 (there will be some issues with champ's basic stats and item stats lagging behind until the update goes live, but abilities are current) Can now multiply values by range. The ratio is determined by the range of the ability or basic attack divided by the average of all champs' basic attacks from around 5.6: 317 units. Global ults are considered to be 10000 range, or roughly half the distance of SR. This info is also in the tooltip for the range checkbox : ) Sped up the update process a little bit by cutting out a little bit of unnecessary code Happy valuing!

Delucion6/2/2015, 3:25:19 AM1 votes

Update: Now current with version 5.10 (and that includes Ekko!)

Delucion6/19/2015, 10:00:01 AM1 votes

Death Limitation Update: Now if your opponent will kill you during the combat period, the combat period will be limited automatically to that lower combat period. This is a HUGE UPDATE because it balances out the value of damage over long combat periods, especially when facing a high damage opponent (if you select "ADC" from the enemy dropdown), allowing for tanky items to remain viable over longer combat periods. The death timers are slightly shorter than they would be otherwise because I have not yet included hard CC and % dmg reduction in calculating how much damage is taken, but other than that it provides a fairly solid estimate for how long you'll live vs your selected foe, at the given level. Bugfix: Some champions like Nasus and Cho'gath weren't displaying properly, because of difficulty parsing the names from the API. This has been fixed.

Delucion7/27/2015, 7:03:08 PM1 votes

Update: Now current with version 5.14

DDasani7/27/2015, 7:22:45 PM1 votes

It looks a little confusing to me..

DDasani7/30/2015, 1:01:26 AM1 votes

There's no real "tutorial" on how to use it I guess. It's hard to say what I mean in speech and type :/

Delucion8/23/2015, 8:43:39 PM1 votes

Update: Now current with version 5.16

Delucion9/2/2015, 7:55:20 PM1 votes

Updated for 5.17