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Creep Power Gain


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#1
OFFLINE   AaronLake

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After searching this section multiple times, and not finding a similar thread, I decided to post this one.

This thread will detail how, when and why do minions and jungle creeps gain in power. This has been tested in several custom games with repeatable results

Minions

Minions have an "Upgrade Cycle" that activates every 3 minutes. Despite spawning only at 1:30 the cycle already begins at 0:00. Meaning that after 3 minion waves a minion's power and gold worth is already higher than the first 3 waves.

There are three constant minions in the game: The Melee, the Caster and the Siege. Along with the constnat minion types there is also the Super Minion.

Note: The game rounds down.

The stats for each Minion type are:

Melee
Health: 445 (+20 per cycle)
Attack Damage: 12
Armor: 0 (+2 per cycle)
Magic Resistance: 0 (+1.25 per cycle)
Attack Speed: 1.250
Gold Given: 22.5g (+.5g per cycle)
Spawn Time: 30 seconds
EXP Gain: 59 (+4.6 per cycle)

Caster
Health: 280 (+15 per cycle)
Attack Damage: 25
Armor: 0 (+1.25 per cycle)
Magic Resistance: 0 (+2 per cycle)
Attack Speed: 0.670
Gold Given: 16.5g (+.5g per cycle)
Spawn Time: 30 seconds
EXP Gain: 29 (+2.8 per cycle)

Siege
Health: 700 (+27 per cycle)
Attack Damage: 40
Armor: 15 (+3 per cycle)
Magic Resistance: 0 (+3 per cycle)
Attack Speed: 1.000
Gold Given: 27g (+1g per cycle)
Spawn Time: 90 seconds
EXP Gain: 92 (+6.4 per cycle)

Super Minion
Health: 1500 (+200 per cycle)
Attack Damage: 190
Armor: 30
Magic Resistance: -30
Attack Speed: 1.250
Gold Given: To be added
Spawn Time: 30 seconds
EXP Gain: To be added

Simply put the cycle applies every 2 Siege minions, one wave after the second Siege wave, and applies noticeable gold changes every 4 Siege minions. Most of the information is known however the Wikia, and several other locations, had conflicting data.

Jungle Creeps

All Jungle Creeps have an effect attached to them where upon Respawning they gain 50 maximum Health. This applies to the Ancient Golem, Elder Lizard, Dragon and Baron Nashor along with all Jungle Creeps. When trying to test for a limit I only managed to reach +750 health before the custom game had to stop so a defined limit is not known for now.

Other than the Respawning effect the most important creeps on Summoner's Rift have other effects giving them extra Health.

Important Jungle Creep Stats:

Lizard Elder and Ancient Golem
Health: 1450 + ((175 x (Highest Champion Level - 1)) + (Number of times respawned x 50))
Attack Damage: 110
Armor: 24
Magic Resistance: 0
Attack Speed: 0.625(Lizard)/0.613(Golem)
Gold Given: 60g
Spawns at: 1:54
Respawn Timer: 5 minutes

Dragon
Health: 3250 + ((220 x (Highest Champion Level - 1)) + (Number of times respawned x 50))
Attack Damage: 190
Armor: 21
Magic Resistance: 30
Attack Speed: 0.658
Gold Given: 190g (Global)
Spawns at: 2:30
Respawn Time: 6 minutes

Baron Nashor
Health: 9926 + ((125 x Minutes past 15th minute) + (Number of times respawned x 50))
Attack Damage: 600
Armor: 100
Magic Resistance: 70
Attack Speed: 0.208
Gold Given: 300g (Global)
Spawns at: 15:00
Respawn Time: 7 minutes

The "Highest Champion Level" applies itself across the map. Example: If an Ancient Golem has respawned once and the highest level of a champion present is 11 the Golem's health will be:
1450 + (175 x 10) + (50 x 1) = 3250 Health

A lot of this information is either missing from most sources or has never been properly tested and I simply wanted to share my findings with everyone on the forums.

Edited by AaronLake, 03 May 2011 - 05:05 PM.


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#2
OFFLINE   BlackSteel

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Good finding on the golem/liz hp there
I knew they gained more each respawn but wasnt sure about the other source
The lane creep info are mostly known , but it might help some beggingers
Good job

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#3
OFFLINE   Cholgar

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Good work. +1

I used similar data while working on the gold. I take it from wikia, but i dont know if thats tested or not. Always nice to see somebody testing stuff which I hate to do :)
I wonder if it'll be friends with me? Hello Ground!

#4
OFFLINE   AaronLake

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View PostCholgar, on 03 May 2011 - 12:05 PM, said:

Good work. +1

I used similar data while working on the gold. I take it from wikia, but i dont know if thats tested or not. Always nice to see somebody testing stuff which I hate to do :)


Unfortunately for the wikia most of their Creep data (Be it minion or Jungle) is incorrect and the discrepencies found when comparing the in-game findings with the wikia are quite big.
Example: The Wikia states that Caster Minions gain 1g per 3 minutes while the Melee Minions gain .5g however Casters are never worth more than Melee.

Edited by AaronLake, 03 May 2011 - 12:08 PM.


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#5
OFFLINE   Maffio

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good job : )

how long have you been testing ? :huh:

(°ᴗƪ) I say !


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#6
OFFLINE   ItsNotQoggy

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+1 too :)
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#7
OFFLINE   AaronLake

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View PostMaffio, on 03 May 2011 - 12:16 PM, said:

good job : )

how long have you been testing ? :huh:


Roughly 3 hours over the span of 11 custom games ranging from 5 minutes to 50.

Edited by AaronLake, 03 May 2011 - 12:17 PM.


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OFFLINE   Maffio

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okay tough xD

i think the laning stats will definitly help me since i'm a beginner

(°ᴗƪ) I say !


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#9
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View PostLeyyLoo, on 03 May 2011 - 01:27 PM, said:

random comment because Aaron asked me to comment that.

^this ^_^

No, seriously, gj aaron ;)

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#10
OFFLINE   Nanbu

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That's some serious testing right there... Very helpful.

Is it possible that jungle monsters get stronger without having respawned? My friend went afk in a game with no enemy junglers. When he came back, he said the monsters were too strong. I do not recall the enemy having killed any of the jungle monsters, though I can be wrong.

#11
OFFLINE   DOSUKOI

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You sir deserve a +1 for all that work. Thanks for these valuable infos. :D

#12
OFFLINE   spoing

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View PostNanbu, on 03 May 2011 - 01:53 PM, said:

That's some serious testing right there... Very helpful.

Is it possible that jungle monsters get stronger without having respawned? My friend went afk in a game with no enemy junglers. When he came back, he said the monsters were too strong. I do not recall the enemy having killed any of the jungle monsters, though I can be wrong.

Was about to ask the same.

If a jungler dies to golem because he fucks up somehow and then does some other stupid stuff and they try (still at lvl 1) golem they die because he gets stronger over time. So when does the HP from golem update. based on lvl? When someone gets 1-up you see a jump in golem or do you need to be out of a certain range before its HP updates
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#13
OFFLINE   AaronLake

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In regards to Golem/Lizard Health: Let's assume the jungler is level 1 and a person who killed him is now level 5 and the higest level champ in that specific match. The golem didn't die so he doesn't get the +50 for a respawn however his health is currently 1450 + (175 x (5 - 1)) or 1450 + 175 x 4. So despite the fact that the jungler is level 1 he will face a "Level 5" Golem. The rise in a jungle creep's health is instant and directly related to the higest champ level.


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#14
OFFLINE   thongbonerstorm

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Do you have any info on the EXP you gain and how/if it rises? I'd be very interested.

#15
OFFLINE   AaronLake

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View Postthongbonerstorm, on 03 May 2011 - 03:43 PM, said:

Do you have any info on the EXP you gain and how/if it rises? I'd be very interested.


That is what I'm testing next along with trying to fit super minions into the minion data.

Edited by AaronLake, 03 May 2011 - 03:55 PM.


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