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League of Legends General Discussion Thread

(December 15th, 2012, 02:40)Tyrmith Wrote: Crystalline Flask value calculation:

Quote:The crystalline flask restores 100 HP and 40 Mana per charge, and can be used 3 times before going back. Health potions restore 150 HP and mana potions restore 100 Mana, both for 35g. This makes HP regen worth roughly 4.29/gold and Mana regen worth 2.86/gold.

By dividing the regen effects from one use of the Crystalline Flask by these factors, we get that each charge is worth roughly 23.31g in HP and 13.99g in Mana, equating to a total cost of 37.3 gold. This means that each charge is actually worth more than a regen-specific potion. It also means that each restocking at base is worth 111.9 gold. By dividing the original cost by this number, we get that it takes barely over two stocks worth of uses (6.03 uses to be exact, but it’s not like you can use .03 of a potion) for it to fully pay for itself.

“But Pointy,” you might say, “What if I’m playing a champion like Mordekaiser who doesn’t use mana?! What a conundrum!” you exclaim. Assuming that the mana regeneration on the crystalline flask use is completely wasted gold, that means that each charge is only worth 23.31g. This equates to a full stock being worth only 69.93g. However, this still means that you only have to fill it 3.21 times (or, to be more precise, use 9.65 potions) for it to have completely paid for itself. Again, assuming that you’re using each charge in lane and going back only after you’ve used all your charges, that’s four backs. On a champion like Mordekaiser or Katarina that can push a lane to the enemy turret and then back for items, it will take roughly the same amount of time to actually make full use of your money.
EDIT: TL;DR: It pays for itself in two backs on mana champs, and four on manaless
EDIT 2: I neglected to mention that it has a sell price of 90g, which actually makes it even more efficient. Go upvote this guy for his math. For manaless champs, it actually pays for itself in 3 backs. On mana champs, you'll need to use it less, but you'll still have to back twice for it to be worth your while.

Sorry but didn't Riot want people (supports) to be buying "real" items rather than just GP10 + Shurelias + Aegis. Flask just delays real items on more than just supports and on top of that increases sustain across the board which I thought they also wanted to reduce.
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We just won the Semi-Finals for the AWFiS LoL tournament against plat players and we are getting drunk tonight ayayayayayayaayaya

Not pictured the game in which we threw lolololol (BO3 is 2-1)
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Chaox is doing another A-Z marathon over Xmas, currently on Akali.
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I figured I would make a video for practice before deleting all my outdated season two clips. It's nowhere as good as I want a video to be before publishing it. I already know a ton of things to improve, but I would love to hear some outside opinions as well. Here is a link to the unlisted video, it is three minutes long and the clips are from ranked queue around 1700 rating:

http://www.youtube.com/watch?v=kezOzKzb9z4
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Why max q?
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(December 28th, 2012, 17:08)Cul1 Wrote: Why max q?
Shield is not reliable in lane. It's not instant and it's a skill shot. Even worse, it's a skill shot that you need to hit twice to get the full potential out of it. Anyway, you probably want to make plays with Lux in lane, so the +50 (+75 if you hit both) damage Q gets for each level up is quite good. Smaller CD for your best cc spell isn't bad either. There are better supports for more passive supporting. I use E as a scouting tool and level it up last as the mana cost increases quite a bit. E and W will become much better in team fights since both are AoE. This is all for support Lux btw, probably won't hold true for AP mid Lux. 1v1 harass is a bit different. Q is harder to hit when you can't hide in a bush, and there's no-one (read: ad carry) to follow up on the CC. E probably better for mid Lux, with Q next because you are the carry in the team and it relies on you dealing damage. Oh and if you follow the current meta, you'll build an Athene's Grail first and will have less mana problems.
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Also TPA Mistake goes Q first on support Lux.
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Just wanted to hear the reasoning . smile

Thanks.
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What are you guy's opinions on buying a few (not all, of course, or even many) tier one runes until I get to level 20 and can start buying tier three runes? Is it wasted IP since I won't be using them after that point, or is the help they give until then worth the later lesser amount of IP?

I believe I saw something here about tier two runes being wasteful, but some tier one runes are very cheap.
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1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

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(January 10th, 2013, 23:02)Merovech Wrote: What are your guy's opinions on buying a few (not all, of course, or even many) tier one runes until I get to level 20 and can start buying tier three runes? Is it wasted IP since I won't be using them after that point, or is the help they give until then worth the later lesser amount of IP?

Prior discussion of runes

It's not quite wasted IP, because once you hit level 20, you can gamble the tier 1 runes up to tier 3 before you start spending your IP on new Tier 3s.

On my smurf, when I was introducing friends to the game, I don't think I bought any runes (I used the IP instead to secure a useful champ or two) and didn't notice the lack. 'course, I had a 100+ games under my belt at that point, and was comparing my play to a pool of novices.
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