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League Calculations

TehNACHO··6 votes·2,772 views

Hey guys, I am currently trying to start up a math blog dedicated towards calculating different elements of the game, and I would like to take requests.

I can calculate any champion's: -Physical DPS or Magic Damage DPS, this includes calculating what runes/masteries are the most slot efficient, which items are the most cost efficient, and which items are the most slot efficient -Effective Health vs Magic Damage, Physical Damage, and 50% Physical/50% Magical damage, including any armor penetration the opponent has -Burst and combo damage based on Physical Damage or Magic Damage (For example, Katarina's Assassination rotation). -Off builds that either mix different elements (Champion that builds one offensive item and 5 defense, for example), any particular requests to include a certain item in my calculations (For example, the Rod of Ages is a pretty good item, but due to how I calculate, it almost never would show up in a finished build), or even item comparisons (Doran's Blade+Pot or Longsword+3 Pots?) and other things that don't necessarily have to do with champion stats.

If you have anything that I should calculate, please ask. In return, all I ask of you is that if you do put in a request to calculate something, be sure to be as specific as possible. I want to make sure my numbers are as accurate as possible for what you want, so I'm going to need to know before I calculate.

35 Comments

GundayMonday2 votes

I'm interested in seeing different champion power curves. Would be really interesting to look at a DPS over time comparison of ADCs building optimally. Something like that doable?

TehNACHO1 votes

Unfortunately, I can't say so.

I assume 'power curve' means the Physical/True DPS an ADC is capable of from start to end of a game. The problem is that for the vast majority of ADCs, their power is defined by their stat items, which now makes gold one of the defining variables of the calculation on top of time already being a very big variable. Now, admittedly, gold can be cross referenced with time, but that's only if we assume a lot of things that don't normally ever happen in an actual game. Players have to back, players get kills or get killed, Junglers tax, dragon/baron/towers all grant gold, there's so much that you have to ignore that we can't ignore. I'm making a big deal out of this because from the start to the end of the game, I also have to think about levels; both how they modify the stats of the champion and their abilities, and how your support affects your leveling. I can probably do something like this if it's one or the other, but you're asking for this in time while the ADCs in question are building, which is virtually impossible to do so accurately.

And THEN there's the massive headache that is armor reduction/penetration/true damage, which makes those last two problems absolutely pointless because at any given time, an ADC's damage output is also a variable anyway.

I can probably do this project if you are asking one of these two things:

  • Calculate based off a champion's base+ability stats per level, then give conjectures based on any notable patterns. This removes gold from the question and because I'm worrying about any given level at a given time, I can work around the armor variable.
  • Calculate based off gold assuming the champion in question is at a certain level (I usually work with level 18). This is actually what I do for the calculations I already have on my blog, so I can guarantee my best accuracy with this in mind.

But I can't calculate your request as it is now. It asks for way too many variables 'to be plotted on a single graph'.

texter1 votes

Hi, I'm doing something similar, mainly a focus on Katarina. I want to know how does league of legends calculate magic resist and the amout of percentage of magic damage that's actually reduced. This way I can calculate magic pen vs. raw AP damage.

TehNACHO2 votes

Who the hell down voted you...

+1

All resistances are a damage multiplier of (100/(100+MR)) (MR is Magic Resist). For example, if you are doing 500 magic damage, the calculation looks like 500 x (100/(100+MR)). Plug in 30, like the 30 Magic Resist many champions may run around with, and you are looking at an equation that looks like: 500 x (100/(100+30))= 384.6153846153846154

Adding on to this, I found that the general trend is: Percentage Penetration is stronger against higher MR (obviously), whereas Flat Penetration is stronger against lower MR, or MR that has already been reduced.

Finally, I recommend not trying to make up or assume how much Magic Resist the opponent has. Keep MR as a variable of x, graph the expression out, then note where certain penetration items exceed flat damage items.

texter1 votes

If a skill says it'll do 400+ 600 damage, do i plug in 1,000 X (100/(100+MR) for the amount of damage I should do?

TehNACHO1 votes

More or less, yes.

All you have to do at that point is find out the enemy's magic resist.

texter1 votes

I've done the math.

When someone is 30 magic Resist, and I'm on Katarina, my ultimate says it will do 1,400 damage.

If a Person has 30 magic resist, then they will take 1076 damage If I use Magic Pen, up to 30 magic pen, then the person takes 1,400 damage

If I use Magic Pen, and Reduce the opponents armor by 20, ( I don't think this works together anymore) then they person wouldn't take more than 1,400 damage, right? If they can take additional damage, then that adds on an extra 300 damage..

TehNACHO1 votes

Ahh, when you reduce below 0 Magic Resist, the damage multiplier instead becomes 1/(2-100/(100-MR)). So, if you reduce to 20 below 0 Magic Resist, it now comes out to 1400/(2-100/(100-20)).

DaCush1 votes

I would LOVE a website LoL calculator that calculates every champion and you can select different runes, masteries, and items to change their stats. I know this would be a big project but I'm sure the site would get extremely popular and used and you could bank in cash off of ads and such.

TehNACHO1 votes

Actually, the coding itself won't be that difficult. If you check out one of my currently posted articles, you can see the calculations used to figure out the numbers/items I come to, so I've already done a good chunk of that part of the work. Not to mention I actually am able to program to a certain degree, I can almost guarantee I can do this.

Give me a few days to come up with a sort of 'alpha' version for a single champion, and then I can see if I can reproduce the effects for every other champion in the game.

MasticatingGrill1 votes

Hey guys, I am currently trying to start up a math blog dedicated towards calculating different elements of the game, and I would like to take requests.

I can calculate any champion's: -Physical DPS or Magic Damage DPS, this includes calculating what runes/masteries are the most slot efficient, which items are the most cost efficient, and which items are the most slot efficient -Effective Health vs Magic Damage, Physical Damage, and 50% Physical/50% Magical damage, including any armor penetration the opponent has -Burst and combo damage based on Physical Damage or Magic Damage (For example, Katarina's Assassination rotation). -Off builds that either mix different elements (Champion that builds one offensive item and 5 defense, for example), any particular requests to include a certain item in my calculations (For example, the Rod of Ages is a pretty good item, but due to how I calculate, it almost never would show up in a finished build), or even item comparisons (Doran's Blade+Pot or Longsword+3 Pots?) and other things that don't necessarily have to do with champion stats.

If you have anything that I should calculate, please ask. In return, all I ask of you is that if you do put in a request to calculate something, be sure to be as specific as possible. I want to make sure my numbers are as accurate as possible for what you want, so I'm going to need to know before I calculate.

"Okay Glass, tell me how many AA I need to kill this Teemo. What do you mean I am 100 years too early to kill Teemo?" "Google: 'how to kill karthus with evelynn deathfire DFG OP passive'" "Siri, please tell me how to win lane against a Ziggs?"

TehNACHO1 votes

:p

I take it you don't apparently like information then.

MasticatingGrill1 votes

Oh I do, only for some reason in a competitive arena I prefer going by feel and results. I can quote all sorts of trivia, conversions und so weiter but I go crosseyed when people analyze card and video games.

TehNACHO1 votes

Pfft, I guess I see where you're coming from.

I personally like it for a more solid and objective point of reference. Not to mention the absolute silliness of some recurring patterns that numbers may create.

Sorc Shoes op.

MasticatingGrill1 votes

Attack Speed Raka OP in ARAM

MrBuffington1 votes

I was wondering about Tristana's DPS with two different build paths:

  1. item 3031 item 3087 item 3072

  2. item 3031 item 3087 item 3153

Runes and Masteries based of SSW Imp, and I suppose assume level 18?

Of course it will vary with the number of crits, so do you think you can do a comparison with no crits, and one with 45% of the attacks being crits (the crit chance of IE + SS).

Also, since Botrk's damage varies based on target health, could you calculate values for a target with 2000 HP, 50 Armor and MR (ballpark squishy numbers), and a target with 3500 HP, 200 Armor and MR (ballpark tank numbers), each at 100% HP and 50% HP (so 2000 and 1000 HP for the squishy, and 3500 and 1750 HP for the tank)?

Thanks!

TehNACHO2 votes

Actually, if I write it as a probability, I can find the average between the DPS with Crits and DPS without, so don't worry about that.

Also, due to how percentage health works, all I need to do is find out how much HP the opponent has for the Blade of the Ruined King to be more effective, then double that value.

I'll get it done soon.

MrBuffington1 votes

Actually, if I write it as a probability, I can find the average between the DPS with Crits and DPS without, so don't worry about that.

lol, which is why I'm asking you do do this; my math skills (which weren't great to begin with) have deteriorated over the years. Thanks!

TehNACHO2 votes

And so I come back with numbers.

Long story short, assuming Rapid Fire is activated, Tristana's DPS with the Blade of the Ruined King is greater than the DPS with the Bloodthirster if the opponent has more than 500 Health. Because many champions will have well over 1000 health by the time the ADC builds their third item, this means that even if Tristana focuses down an enemy from 100% to 0, she will have had better DPS with the Blade of the Ruined King regardless.

Unless you are somehow extremely fed as Tristana and no one has over 1000 health by the time you build this third item, you're going to want to buy the Blade of the Ruined King in almost any case if you are focusing entirely on DPS.

MrBuffington1 votes

interesting, does the DPS calculation change if Tristana doesn't have Q active? I don't see why it would, but just curious. Thanks!

TehNACHO1 votes

The end result is otherwise the same; The Blade of the Ruined King is going to generate far more DPS for small HP Values. Even if you duel 100 to 0, by the time you buy three items, the target will almost be guaranteed to have enough health for you to out DPS the Bloodthirster using the Blade of the Ruined King.

MrBuffington1 votes

ok, thanks!

COWMANOFCOWS1 votes

Heres my problem, How does one find he best order for skills to be used. If you can create a graph of time vs dmg dealt that displayes the aa and ability damage, how do you know when to use each ability? Do you use the high cd ones first so that you win the extended trade? Do you start with an AA or an ability? What if the ability empowers the aa? Ive put a lot of thouht to this but i really just need to do a bunch of calculations to figure out when to use which abilities.

COWMANOFCOWS1 votes

To expand. obviously, the best order differs depending on the matchup, the duration of the trade and how it is initiated. Speaking in terms of 1v1 adc lanig. The goal is to disengage the trade at the point in time, when the damage dealt value difference is greatest. If 2 adcs have the same dps but different AS and AA DMG, then the one with more AS is inherently at the disadvantage because a trade must extend long enough for them to get one more AA than their oponent in order to make he trade favorable. They can also be kited to negate the difference in AS. This concept gives some guidence as to the timing of gap closing skills like tumble. The reasoon i mention this and the point that i want you to consider is thus, is it better to use a gap closing skill to engage or disengage? Keep in mind there are different answers for different situations, im just trying to hammer out which situations those are.

TehNACHO1 votes

ADC laning is actually way more dependent on supports than it is on ADCs themselves (on that note, be sure to respect your supports. Their strengths are going to define your early game).

To answer your question though, the simplified, generalized rule is to locate Caster type ADCs and Auto Attack ADCs. Caster Type ADCs are champions like Lucian or Ezreal who spell sling a lot, or Graves and Sivir, where a lot of their damage is loaded on a single burst ability. The other class, Auto Attack ADCs, are much more self explanatory.

In terms of using your gap closer, it's all about opening up and closing windows of time. Caster ADCs are usually independent of time for example; their abilities and damage tend to be very instant, whereas Auto Attack ADCs are dependent on time; their damage depends on how long they can attack. The trick, therefore, is for Caster ADCs to front load their burst, then disengage before the Auto Attacking ADC has a chance to ramp up in DPS. On the other hand, Auto Attacking ADCs want to position aggressively before the fight, so even if the enemy ADC runs away, you can immediately catch up.

Again though, the way you phrase this question, you really should be looking towards your support more than the ADC matchup.

COWMANOFCOWS1 votes

{quoted}

ADC laning is actually way more dependent on supports than it is on ADCs themselves (on that note, be sure to respect your supports. Their strengths are going to define your early game).

To answer your question though, the simplified, generalized rule is to locate Caster type ADCs and Auto Attack ADCs. Caster Type ADCs are champions like Lucian or Ezreal who spell sling a lot, or Graves and Sivir, where a lot of their damage is loaded on a single burst ability. The other class, Auto Attack ADCs, are much more self explanatory.

In terms of using your gap closer, it's all about opening up and closing windows of time. Caster ADCs are usually independent of time for example; their abilities and damage tend to be very instant, whereas Auto Attack ADCs are dependent on time; their damage depends on how long they can attack. The trick, therefore, is for Caster ADCs to front load their burst, then disengage before the Auto Attacking ADC has a chance to ramp up in DPS. On the other hand, Auto Attacking ADCs want to position aggressively before the fight, so even if the enemy ADC runs away, you can immediately catch up.

Again though, the way you phrase this question, you really should be looking towards your support more than the ADC matchup.

And after you know the "window of time" needed, then you can use the distance they can travel with studder steps and their range to generate a maparound the minion and champion positions.

Just so you know im a support main and i know all to well how much they matter, the reason i havent been considering them is simply that. They make these things much more complex than ive begin to think throuh. They're the next step. I need a working basis of adc matchups first.

TehNACHO1 votes

Well this is an old thread to a dead topic.

Anywho, skill order is less of a mathematical thing, and more of a "for the situation" or "for the (end) goal" thing. For example, you almost never want to max Sion's Q first due to its reliability issues, so this leaves two options: His Shield and his Roar. While his Shield does hurt, it's much more expensive than his roar and its offensive usage requires you to be extremely close up to the enemy, making it inefficient in both mana cost and range relative to his Roar if you want to poke. This is why Sion players who want to be aggressive in lane like to max their E; not because there's some complicated math and calculations at work, but it's a simple execution of logic.

Applications of a straightforward thinking like this can answer the rest of your question.

  • Frontloaded instant activation abilities always want to go first, and big slow abilities come second. Let's take a champion like Katarina for example. You almost always want to fire her Q-E-W first, then fill the time they are on cool down with your Ultimate.
  • Unless the high cool down ability is one like Sion's Q, which has a lot of restrictions surrounding its activation, you almost always want to fire non-mobility/cc abilities right away during a trade. The reason why I distinctly call out mobility and cc abilities is, as they also tend to have much longer cool downs, these are the abilities you need to use smartly, not quickly, to win fights. (For example, you almost never want to use your Tumble in an offensive manner as Vayne. Because she's so incredibly squishy, reserving her Tumble exclusively for dodging threats can be the difference between life or death for her).
  • AA if the ability is an auto attack reset. For example, Jax's W resets his auto attack animation. What this means is that if you activate it immediately after his auto attack lands, he'll use his W empowered auto attack much faster than it is normally supposed to happen. Any abilities with cast animations however generally should always fire first.

Logic, not math, is your best friend here. If you have any more champion specific examples you need to ask about, feel free to ask, but this calls for player experience and straightforward thinking to figure out.

COWMANOFCOWS1 votes

Good points andni agree wih it all. Now im juat gunna throw out some situations to consider when putting together a consice set of rules when deciding on which abilities to use.

Caitlyn vs Lucian.

  1. Use gap close+passive 2 shot+Q+passive 2.AA+Q+passive+the star thing+passive+ gap close away

would you mind running the numbers on this to see how much damage these would deal at lvl 3 with dorans and equal runes masteries?

The main damage from these will be from 2 uses of his passive and a Q. the second one includes an AA before the q becuase he would be wasting time getting into aa range if he has to walk forwards after he q. It seemed more straiht forewards to me to have him walk into range before the trade starts. This means that caitlyn first aa will land before his first aa. Im trying to use this time difference to calculate a damage equeivalent for a range advantage and to see how gap closers can out play it.

the actual numbers arent as important to me as your opinion on the usefullness of the situation is. Let me know how you would quatify the range advantage here.

TehNACHO1 votes

Oh boy, functions of time.

The biggest thing to immediately note is that Lucian has a near automatic edge over you in regards to burst damage. Because of how accelerated his auto attack animation is and especially due to the nature of his W (star thing), Lucian's almost certain to win in terms of burst damage in any practical application of this, which is the situation you're asking of me.

Give me a few minutes to calculate their individual DPS values, which is Caitlyn's way of beating Lucian. Just keep in mind that the practical answer to this situation is that Lucian will generally win in terms of front loaded burst damage.

(You can quantify range via a single auto attack. You can almost certainly land an auto attack before Lucian even begins his windup. After that though is fair game.)

COWMANOFCOWS1 votes

If you do make a sitht that dispays all this info then keep me posted on the development cuz im currently learning javascipt to do so. One crucial feature it would need is is the efective movespeed when using the perfect studdder step and maintaining max dps.

TehNACHO1 votes

In theory, that's actually relatively simple.

Movespeed is already calculated by units traveled per second. Therefore, you can find your effective move speed by subtracting the amount of time it takes for the auto attack to wind up (you can ignore the auto attack cool down because of how stutter stepping words).

The problem is the large majority champions' auto attack animation speeds aren't public, or at least I haven't been able to find them. If I can get a site that posts that publicly, effective movement speed can be calculated.

COWMANOFCOWS1 votes

{quoted}

In theory, that's actually relatively simple.

Movespeed is already calculated by units traveled per second. Therefore, you can find your effective move speed by subtracting the amount of time it takes for the auto attack to wind up (you can ignore the auto attack cool down because of how stutter stepping words).

The problem is the large majority champions' auto attack animation speeds aren't public, or at least I haven't been able to find them. If I can get a site that posts that publicly, effective movement speed can be calculated.

Ahh so it isnt just me that cant find them! I figured that id have to get it staight from the client but thats above my skill level. If you could though, then it would make updating a wep page after each client update, a much more simple matter.

COWMANOFCOWS1 votes

My goal is to, in the end, generate maps that show which relative positions offer good trades. Ive stil got a lot of work cut out for me as you can see. Feel free to email me any intereteresting develpement or javascript code at

[email protected] Feel free to take your time on doing the math as im sure not diving deep into it in the next few moments. Ill try to come back tomorrow iwith something a little more "functiona"l. Yes pun intended btw.

COWMANOFCOWS1 votes

Ill be back tomorrow, hopefully with some number or functions atleast.

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