Hi all,
Is there a post with the "cap" of caracts who are useless to get more In-Game?
Sorry for the bad English language ^^
6 replies to this topic
#1
OFFLINE
Posted 26 January 2010 - 07:51 PM
OFFLINE
Sponsor
#2
OFFLINE
Posted 26 January 2010 - 08:29 PM
OFFLINE
im not exactly sure what you mean.
i think caracts = characters?
the rest doesnt make much sense either. please clarify?
i think caracts = characters?
the rest doesnt make much sense either. please clarify?

sig by CCBeara <3
#3
OFFLINE
Posted 26 January 2010 - 08:34 PM
OFFLINE
Maybe "stats" will to clarified that ?
I think, they are some stats In-Game who have an maximum to get as reduct CD ~40%
I think, they are some stats In-Game who have an maximum to get as reduct CD ~40%
#4
OFFLINE
Posted 26 January 2010 - 08:38 PM
OFFLINE
ohhh!
ok. cap of stats.
well here's a post from the official LoL Forums with a lot of useful info
ok. cap of stats.
well here's a post from the official LoL Forums with a lot of useful info
Quote
Basically, I'm seeing a lot of questions be asked and answered multiple times. For the sake of cleaning up the forum a bit, I'm just going to start making a list of commonly asked questions.
I. Items and Auras
II. Stats
III. Movement
IV. Matchmaking and Gameplay
I. Items and Auras
Q: How do items work? Do they stack?
A: All stats from items will stack additively except for those that have a UNIQUE ability. For instance, the Infinity Edge item has the following stats:
+80 DMG
+20% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
If you were to pick up two Infinity Edges, you would have the following stats:
+160 DMG
+40% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
Note that both the damage and critical chance stack additively, but because the passive to the Infinity Edge is UNIQUE, you cannot be affected by that more than once.
Q: How do item auras work together?
A: If you and a teammate both have the same item, you will be affected by the aura twice. As an example, at the start of the game you purchase Mana Manipulator. This item gives a mana regeneration to yourself and allies nearby. If you were to go with a teammate who also purchased Mana Manipulator, both of you would be affected by this aura twice.
However, if you had a third teammate that did not have the Mana Manipulator they would only be affected by one aura.
Note that you can be affected by the same aura at most twice. Once if you have it, once if a teammate has it.
II. Stats
Q: How does cooldown reduction work?
A: Cooldown reduction works additively. If you have a 9% cooldown reduction from masteries, and a 10% cooldown reduction from Stinger (an item ingame) you will have a 19% cooldown reduction. However, cooldown reduction HARDCAPS at 40%. This means that you cannot get more than 40% cooldown reduction.
Q: How does dodge work?
A: The best way to show how dodge works is an example, let's say you have 10% dodge in your runes.
10% dodge.
You grab Ninja Tabi, which gives 11% dodge.
11% dodge +
(89 * .1) = 8.9% dodge
For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)
You then get Phantom Dancer, which gives 20% dodge.
20% dodge +
(80 * .11) = 8.8% dodge +
(71.2 * .1) = 7.12% dodge
For a total of 35.92% dodge.
Q: Can you dodge spells?
A: You cannot dodge spells. The only way to not receive damage from spells is to be spell immune from one of these:
- Banshee's Veil (blocks one spell every 30 seconds)
- Sivir's Spell Shield
- Morgana's Black Shield
- Judicator's Invulnerabilty (note that unlike the others, while this one blocks spell damage, anything secondary like a slow would still happen)
Q: How does lifesteal work? (Credit to Ezreal)
A: Lifesteal IS affected by armor. If you hit for 100, they have 20% reduction, you hit for 80, you have 10% lifesteal you gain 8 hp. Lifesteal stacks additively and doesn't have a hardcap. This means that you could get over 100% lifesteal.
Q: How does armor and magic resistance work? (Credit to Garek for framing it better than I could.)
Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.
Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)
Q: What order is armor penetration/MR penetration applied in? (Credit to TiberiusAudley)
A: From top to bottom
Armor/MR Reduction
% Based Armor/MR Penetration
Flat/Linear Armor/MR Penetration
Q: Can you reduce armor or magic resistance below 0?
A: Yes, although the only things that can reduce below 0 is Armor/MR Reduction. Both percentage and flat penetration do not have an effect after they get to 0 armor/MR.
Q: Are there any other caps that I should know about?
A: Attack speed is capped at 2.5 attacks a second.
Q: Where can I see all of these stats?
A: When you are in-game, there are four stats at the bottom (Attack, Ability Power, Movement Speed, Armor). To see other, less common, statistics like Dodge or Magic Resistance, press 'C'.
III. Movement
Q: How much movement do the different levels of boots add?
A: Level 1 adds 50, Level 2 adds 70, Level 3 adds 90, etc.
Q: How do movement modifiers work? (Credit to Larias)
A: First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added.
Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multiplied by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.
Now, let's say you get slowed by 38% (ashe arrows). What happens is the ORIGINAL 499.5 is multiplied by .62, and you get 309.69 movement speed. Because 309 is not above or below diminishing returns, you stay at that speed.
Q: What are these diminishing movement returns? (Credit to Guinsoo)
A: For each point of movement you would have above 490, that amount is reduced by 50%. So if your final movement speed was 748, it would be reduced to 490 + (748-490)*0.5 = 604. For each point of movement you would have above 415, it is reduced by 20%. So if your speed after all mods was 445, you would end with 415 + 30 * 0.8 = 439.
Q: Do slows stack?
A: No. What happens is that if you are affected by two slows, the most effective one takes affect first. After that wears off, if there is a weaker slow on you, it will take affect then. As an example:
Singed drops his Goo and you run through it (we'll say it slows for 30% for 5 seconds). At the same time, you are hit by Nunu's snowball (we'll say it slows for 50% for 3 seconds). It would play out as follows:
1st second - 50% slow
2nd second - 50% slow
3rd second - 50% slow
4th second - 30% slow
5th second - 30% slow
Note that although you have the debuff from Singed's Goo on you the entire time, the ONLY slow with impact on your movement was Nunu's snowball. When it wore off between the 3-4 second mark, THEN Singed's Goo takes affect.
IV. Matchmaking and Gamplay
Q: What counts as a magical attack and what counts as a physical attack?
A: The general rule of thumb is that auto-attacks (where you right-click an enemy) are physical and spells (cast with Q,W,E,R) are magical. However, there are exceptions to this rule. In the case of Ashe's Frost Arrow it still appears to deal physical damage, but the slowing affect is magical. This is why if you have Morgana's Black Shield on (blocks magical damage) you still take damage from the attack, but you do not get slowed. Another notable exception is Gangplank's Parley, which can both be dodged (can only happen with physical attacks) but can also be absorbed by Morgana's Black Shield.
Q: How do towers work?
A: Tower aggro is relatively straightforward. Going from highest priority to lowest priority (this is observed, not necessarily 100% always true):
1. Enemy champions damaging friendly champions
2. Other enemy units (Rally flag, Teemo's mushrooms)
3. Closest enemy minions
4. Closest enemy champions
Where this becomes complicated is when people start talking about 'tower juggling'. What happens is that two champions (A and
are attacking an enemy near his tower (champion C). Champion A deals damage to C and the tower begins to attack him. Occasionally, if champion A stops dealing damage to C, and champion B starts dealing damage to C, the tower will switch targets from A to B, even though it should have continued targeting A until A was either dead or out of range.
The other important thing to know about towers is that when they attack heroes they gradually increase their damage. Ex: We'll assume the tower deals 100 damage, increases at 10% per shot, and maxes at 155%. If a champion tower dives alone and takes all tower hits, it would look like this:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (increased by 10%)
155 damage (damage is maxed)
When the tower switches targets between champions, the damage will decrease to 125% standard if it is above that. Using the previous example:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
*Tower switches to Champion B*
125 damage (reduced to 125% standard)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (damage is maxed)
The only way that this damage increase will go away is if the tower hits a minion or doesn't perform an attack for 4 seconds.
Q: How does ELO work? What does it mean? Where can I see it?
A: ELO is the ranking system used in LoL. The way is works is that when you get matched up against a team, your team will be expected to win or expected to lose, depending on your ELO.
Ex.
Team A - 1250 ELO Ranking
Team B - 1350 ELO Ranking
In this scenario, Team B is expected to win. If they win, they will gain less ELO because they were the stronger team going in.
Team A - 1250 -> 1242
Team B - 1350 -> 1358
However, should Team A win, they will gain more points than usual because it was an upset.
Team A - 1250 -> 1263
Team B - 1350 -> 1337
Note that this is acting as if the entire team has their own ELO, what actually happens is that a team's ELO is considered depending upon the players inside and other factors. As an example:
A pre-made comes in with these players:
Noob - 1000
N0ob - 1000
Noobie - 1000
Newbie - 1000
Newskis - 1000
Now, this team doesn't have a 1000 point rating when it gets put into the pool. What happens is that they get a slight modification (between 25 and 200 points, I think) because they are a premade, and are expected to be stronger than simple pubs. So, even though all the players are 1000 ranked, the actual team would probably be ranked 1100-1150.
There isn't any way to see your ELO ranking from Normal games. The idea there is that the matchmaking is for fun, and that you shouldn't be worried about losing. When Ranked games come in, those are where the ladders and competitive play will be shown.
Q: How is IP gain calculated?
A: You gain a set amount of IP based upon whether you win or lose (winning gives you more). However, there are also a few other modifiers as well. If it is your first win of the day, you get a sizable chunk of bonus IP (so try to win at least once a day!). If you win the game in a short amount of time, you get some bonus IP. Conversely, if you lose, but the game took an hour you will gain IP for fighting the good fight. In addition, you gain extra IP for playing streaks of games without leaving. Then, if that isn't enough, you can always try out the double IP boost from the Riot Store.
Q: How do runes work?
A: The basic guide for runes can be found HERE
Q: What does this abbreviation mean? (List by DUVOIS, thanks to Toriniku for the link.)
A: You can find a good list of various phrases and terms over HERE
Going to keep adding on to this as stuff comes up, anyone feel free to help out if I missed something.
I. Items and Auras
II. Stats
III. Movement
IV. Matchmaking and Gameplay
I. Items and Auras
Q: How do items work? Do they stack?
A: All stats from items will stack additively except for those that have a UNIQUE ability. For instance, the Infinity Edge item has the following stats:
+80 DMG
+20% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
If you were to pick up two Infinity Edges, you would have the following stats:
+160 DMG
+40% Crit
UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
Note that both the damage and critical chance stack additively, but because the passive to the Infinity Edge is UNIQUE, you cannot be affected by that more than once.
Q: How do item auras work together?
A: If you and a teammate both have the same item, you will be affected by the aura twice. As an example, at the start of the game you purchase Mana Manipulator. This item gives a mana regeneration to yourself and allies nearby. If you were to go with a teammate who also purchased Mana Manipulator, both of you would be affected by this aura twice.
However, if you had a third teammate that did not have the Mana Manipulator they would only be affected by one aura.
Note that you can be affected by the same aura at most twice. Once if you have it, once if a teammate has it.
II. Stats
Q: How does cooldown reduction work?
A: Cooldown reduction works additively. If you have a 9% cooldown reduction from masteries, and a 10% cooldown reduction from Stinger (an item ingame) you will have a 19% cooldown reduction. However, cooldown reduction HARDCAPS at 40%. This means that you cannot get more than 40% cooldown reduction.
Q: How does dodge work?
A: The best way to show how dodge works is an example, let's say you have 10% dodge in your runes.
10% dodge.
You grab Ninja Tabi, which gives 11% dodge.
11% dodge +
(89 * .1) = 8.9% dodge
For a total of 19.9% dodge. (Note that the 89 comes from the percent remaining from the previous dodge percentages have been calculated.)
You then get Phantom Dancer, which gives 20% dodge.
20% dodge +
(80 * .11) = 8.8% dodge +
(71.2 * .1) = 7.12% dodge
For a total of 35.92% dodge.
Q: Can you dodge spells?
A: You cannot dodge spells. The only way to not receive damage from spells is to be spell immune from one of these:
- Banshee's Veil (blocks one spell every 30 seconds)
- Sivir's Spell Shield
- Morgana's Black Shield
- Judicator's Invulnerabilty (note that unlike the others, while this one blocks spell damage, anything secondary like a slow would still happen)
Q: How does lifesteal work? (Credit to Ezreal)
A: Lifesteal IS affected by armor. If you hit for 100, they have 20% reduction, you hit for 80, you have 10% lifesteal you gain 8 hp. Lifesteal stacks additively and doesn't have a hardcap. This means that you could get over 100% lifesteal.
Q: How does armor and magic resistance work? (Credit to Garek for framing it better than I could.)
Every 1 armor means the damage it takes to kill you is extended by 1% of your hitpoints. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.
Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)
Q: What order is armor penetration/MR penetration applied in? (Credit to TiberiusAudley)
A: From top to bottom
Armor/MR Reduction
% Based Armor/MR Penetration
Flat/Linear Armor/MR Penetration
Q: Can you reduce armor or magic resistance below 0?
A: Yes, although the only things that can reduce below 0 is Armor/MR Reduction. Both percentage and flat penetration do not have an effect after they get to 0 armor/MR.
Q: Are there any other caps that I should know about?
A: Attack speed is capped at 2.5 attacks a second.
Q: Where can I see all of these stats?
A: When you are in-game, there are four stats at the bottom (Attack, Ability Power, Movement Speed, Armor). To see other, less common, statistics like Dodge or Magic Resistance, press 'C'.
III. Movement
Q: How much movement do the different levels of boots add?
A: Level 1 adds 50, Level 2 adds 70, Level 3 adds 90, etc.
Q: How do movement modifiers work? (Credit to Larias)
A: First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added.
Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multiplied by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.
Now, let's say you get slowed by 38% (ashe arrows). What happens is the ORIGINAL 499.5 is multiplied by .62, and you get 309.69 movement speed. Because 309 is not above or below diminishing returns, you stay at that speed.
Q: What are these diminishing movement returns? (Credit to Guinsoo)
A: For each point of movement you would have above 490, that amount is reduced by 50%. So if your final movement speed was 748, it would be reduced to 490 + (748-490)*0.5 = 604. For each point of movement you would have above 415, it is reduced by 20%. So if your speed after all mods was 445, you would end with 415 + 30 * 0.8 = 439.
Q: Do slows stack?
A: No. What happens is that if you are affected by two slows, the most effective one takes affect first. After that wears off, if there is a weaker slow on you, it will take affect then. As an example:
Singed drops his Goo and you run through it (we'll say it slows for 30% for 5 seconds). At the same time, you are hit by Nunu's snowball (we'll say it slows for 50% for 3 seconds). It would play out as follows:
1st second - 50% slow
2nd second - 50% slow
3rd second - 50% slow
4th second - 30% slow
5th second - 30% slow
Note that although you have the debuff from Singed's Goo on you the entire time, the ONLY slow with impact on your movement was Nunu's snowball. When it wore off between the 3-4 second mark, THEN Singed's Goo takes affect.
IV. Matchmaking and Gamplay
Q: What counts as a magical attack and what counts as a physical attack?
A: The general rule of thumb is that auto-attacks (where you right-click an enemy) are physical and spells (cast with Q,W,E,R) are magical. However, there are exceptions to this rule. In the case of Ashe's Frost Arrow it still appears to deal physical damage, but the slowing affect is magical. This is why if you have Morgana's Black Shield on (blocks magical damage) you still take damage from the attack, but you do not get slowed. Another notable exception is Gangplank's Parley, which can both be dodged (can only happen with physical attacks) but can also be absorbed by Morgana's Black Shield.
Q: How do towers work?
A: Tower aggro is relatively straightforward. Going from highest priority to lowest priority (this is observed, not necessarily 100% always true):
1. Enemy champions damaging friendly champions
2. Other enemy units (Rally flag, Teemo's mushrooms)
3. Closest enemy minions
4. Closest enemy champions
Where this becomes complicated is when people start talking about 'tower juggling'. What happens is that two champions (A and
The other important thing to know about towers is that when they attack heroes they gradually increase their damage. Ex: We'll assume the tower deals 100 damage, increases at 10% per shot, and maxes at 155%. If a champion tower dives alone and takes all tower hits, it would look like this:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (increased by 10%)
155 damage (damage is maxed)
When the tower switches targets between champions, the damage will decrease to 125% standard if it is above that. Using the previous example:
85 damage (starts at 85% standard)
95 damage (increased by 10%)
105 damage (increased by 10%)
115 damage (increased by 10%)
125 damage (increased by 10%)
135 damage (increased by 10%)
145 damage (increased by 10%)
*Tower switches to Champion B*
125 damage (reduced to 125% standard)
135 damage (increased by 10%)
145 damage (increased by 10%)
155 damage (damage is maxed)
The only way that this damage increase will go away is if the tower hits a minion or doesn't perform an attack for 4 seconds.
Q: How does ELO work? What does it mean? Where can I see it?
A: ELO is the ranking system used in LoL. The way is works is that when you get matched up against a team, your team will be expected to win or expected to lose, depending on your ELO.
Ex.
Team A - 1250 ELO Ranking
Team B - 1350 ELO Ranking
In this scenario, Team B is expected to win. If they win, they will gain less ELO because they were the stronger team going in.
Team A - 1250 -> 1242
Team B - 1350 -> 1358
However, should Team A win, they will gain more points than usual because it was an upset.
Team A - 1250 -> 1263
Team B - 1350 -> 1337
Note that this is acting as if the entire team has their own ELO, what actually happens is that a team's ELO is considered depending upon the players inside and other factors. As an example:
A pre-made comes in with these players:
Noob - 1000
N0ob - 1000
Noobie - 1000
Newbie - 1000
Newskis - 1000
Now, this team doesn't have a 1000 point rating when it gets put into the pool. What happens is that they get a slight modification (between 25 and 200 points, I think) because they are a premade, and are expected to be stronger than simple pubs. So, even though all the players are 1000 ranked, the actual team would probably be ranked 1100-1150.
There isn't any way to see your ELO ranking from Normal games. The idea there is that the matchmaking is for fun, and that you shouldn't be worried about losing. When Ranked games come in, those are where the ladders and competitive play will be shown.
Q: How is IP gain calculated?
A: You gain a set amount of IP based upon whether you win or lose (winning gives you more). However, there are also a few other modifiers as well. If it is your first win of the day, you get a sizable chunk of bonus IP (so try to win at least once a day!). If you win the game in a short amount of time, you get some bonus IP. Conversely, if you lose, but the game took an hour you will gain IP for fighting the good fight. In addition, you gain extra IP for playing streaks of games without leaving. Then, if that isn't enough, you can always try out the double IP boost from the Riot Store.
Q: How do runes work?
A: The basic guide for runes can be found HERE
Q: What does this abbreviation mean? (List by DUVOIS, thanks to Toriniku for the link.)
A: You can find a good list of various phrases and terms over HERE
Going to keep adding on to this as stuff comes up, anyone feel free to help out if I missed something.

sig by CCBeara <3
#5
OFFLINE
Posted 26 January 2010 - 08:47 PM
OFFLINE
thx i'm loving u
#6
OFFLINE
Posted 26 January 2010 - 08:56 PM
OFFLINE
#7
OFFLINE
Posted 01 February 2010 - 12:17 AM
OFFLINE
I'm pretty sure that I recently saw a post in the forums showing (with a screenshot of ~750 AP) that Karthus's ult had a hidden AP cap (at +499 damage, if I remember)
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users

Sign In
Create Account



Back to top









