What is "multiplier"?
I use:
(AD*Critdamage*%Critchance/100+AD*(1-%Critchance/100))*Base AS*(AS per level+Item AS)*100/(100+(Armor-ArP)*(1-%ArP/100))
That includes all stats possible.
I use:
(AD*Critdamage*%Critchance/100+AD*(1-%Critchance/100))*Base AS*(AS per level+Item AS)*100/(100+(Armor-ArP)*(1-%ArP/100))
That includes all stats possible.
"We've had a few gloomy years with bad console ports, and what do we get in the light at the end of the console-tunnel? A tablet OS ported to PC." - Atlas Tasume, on Windows 8
Lugignaf wrote:
I'm curious. Does it at least attempt to factor in crits?
Yes, of course. It factors in every stat you see there. Crit chance, crit damage, flat pen, % pen, stacks, and uniques, and combinations of all of those from items, champ stats, champ scaling, masteries, and runes.
Searz wrote:
What is "multiplier"?
I use:
(AD*Critdamage*%Critchance/100+AD*(1-%Critchance/100))*Base AS*(AS per level+Item AS)*100/(100+(Armor-ArP)*(1-%ArP/100))
That includes all stats possible.
Searz! I actually created this tool after you brought up the idea many months ago. Got bored one week and made it.
Multiplier is stuff like the 1.5% extra damage mastery. It usually stays at either 1 or 1.015. Executioner mastery can bump it up by .06. And so on. You can completely cut it out and assume its 1.
Quoted:
DPS = (attack + (attack * critdamage * critchance )) * (100 / (100 + final_armor)) * speed
I assume your equation is for graphing, and has calculations for everything in it. My equation is copied right out of the source code, so speed and final_armor are calculated before hand.
I'm not sure about some grouping in your equation, but lets compare.
Armor: 100
AD:100
AS:1.1
fArP: 0
%ArP: 0
CrC: 0
CrD: 1 (100%, the base amount)
I get 55 DPS. And with 15% CrC i get 63.25. What do you get?
EDIT: I can't seem to make sense of your equation. I recognize all of it besides the part where you calculate the crits. Mainly this part: (AD*Critdamage*%Critchance/100+AD*(1-%Critchance/100)).
I see it like this: (AD*CrD*(CrC%/100))+(AD*(1- %CrC/100))
The way i see it is that if %CritChance is 100, then the entire right side is 0?
EDIT: Nevermind, i figured it out. My Crit Damage starts at 1 (100% extra damage), which is the default (200% crit). Yours starts at 2. Because of this the right side can be 0. So the equations seem to be identical.
Ah, I thought so. I don't include any masteries in my graphs tho, so there's no need for a multiplier there.
Good luck with this thing! :)
Good luck with this thing! :)
"I love the dirty bomb tag because i get either
a) posts about the game
b) current world affairs" - steel-sentry
a) posts about the game
b) current world affairs" - steel-sentry
Fireup6 wrote:
It won't be released, at least not now.
ahhhhhhhhhh ***** kill.
Fantastic work though ^___^
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Credit goes to JEFFY40HANDS for this godly imposing Viktor
Hey, you should help me on acquiring Medieval Twitch!! :D
http://signup.leagueoflegends.com/?ref=507f1031d2ab3250817727
Hey, you should help me on acquiring Medieval Twitch!! :D
http://signup.leagueoflegends.com/?ref=507f1031d2ab3250817727
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Unfortunately, it really wasn't very useful at all. Firstly, the relationship was done through gold. Average cost of AD versus the average cost of attack speed. These numbers were hard to come up with, and could change rather dramatically if you added or subtracted a single item. On top of this, evaluating different stats on a point-by-point basis is rather useless since items don't really work that way. And you will end up having to figure out the best combination of gold divided amongst AS and AD, and then find an item build that closely matches that. And we havn't even began talking about CrC, CrD, fArP, %ArP and so on. What a mess.
Clearly the correct way to do this it to use the things we control as variables. Namely items, masteries, and runes. Then calculate all possible combinations to figure out which one is best. So here it is:
It's produced some interesting results. (BC+GB) is better than a (LW+any item) combination for all armor <170. Stacking IE's is pretty good, Blood thirster isn't that great.
For items, it makes a few assumptions:
1) BT has 85 AD (25 stacks)
2) BC can only give 30ArP (2 stacks) (necessary or BC is just OP everywhere)
3) GB gives 50% AS on melee champs, 25% AS on ranged champs.
4) Takes all unique properties into account
Current item list:
Agility Cloak
BF Sword
Recursive Bow
Zeal
InfinityEdge
BlackCleaver
Bloodthirster
Brutelizer
Ghostblade
LastWhisper
PhantomDancer
Can calculate maximum possible DPS build (default option), best DPS/Gold build, or highest DPS with limited gold.
DPS function:
If you find something wrong in that, let me know.
It won't be released, at least not now. Besides that I'll do calculations for whoever wants something crunched, or has some questions.
________________________________________________________________
EDIT: Released for public use.
http://www.mediafire.com/?5g21ho7ej8gd6xx