Reasoning for main stat adjustment: accounting for chest %, Great hall and Arena tier, you get aprox 80% increase in the main stat, + around 500 atk/def or 8000 hp (flat value) from ring and top equipment. Yellow columns * Blue columns = Red columns (Main stat + (0,8 * Main stat) + flat value) * Multiplier * Number of hits Taking these three into account, you get to what I call the damage potential (red columns in the document) and allows us to compare the damage output of champions directly, taking into account the stats and a potential build optimizing the main stats of the abilities. This is simplified, as I account that gloves and necklace are Crit Dmg, Banner is acc/res and boots are SPD for an ideal build. % atk, def, hp chests) and a fixed increase (weapon/helmet/shield and the ring). Equipment scalability: the fact that the ideal equipment has a variable increase (i.e. Base stats of the champion: champions with lower stats can have good multipliers but will be challenging to build to deal as much damage as champions with higher stats and worse multipliers. Ability data: Multiplier, Main stat, number of hits (and other champion specific mechanics) will determine how ability damage stacks The long explanation: in order to assess champions and determine which tier they're on, we need to account for 3 things (not just the multiplier): Here is the resulting document if anyone wants to check it out. The quick explanation: I reformatted it to be able to work with it more easily, added a few formulated columns to separate the different traits of each ability (blue columns), adjusted mainstats for gear (yellow columns) and computed the resulting damage potential. This morning I saw this post by Stew and I spent a few hours tinkering with the spreadsheet of champion multipliers in order to get some conclusions.
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