Quick Correction: In the video I mention Trick Shot taking the role of items like GS/Guardbreaker but it that is incorrect. GS does % more damage while Trickshot takes a % of the damage you do and adds it. It's additive vs multiplicative bonuses basically. I was using Ashe as an example in a previous take because the Sniper trait is actually a % multiplier like GS and got a bit mixed up in the script. Apologies and thanks for everyone who helped point it out!
Hi, first off nice video I hope you continue to do more education tft videos. I'm definitely subscribing. (I realize the video is a part 1 however,) In the Ashe section I was sure you were going to go with spear of shojin over rageblade, since making her cast will give us attack speed which in turn will help shojin make her cast again. After reading through Ashe's ability I understood why rageblade over shojin. Considerations for ability details should've probably been in this video or at least as part of the Ashe example. Regarding the comment im replying to: The way you formulized that is very confusing to me. I'm not sure what you are trying to tell me. Is the Trickshot bonus additive or multiplicative now? If it's additive what is in its bucket? If it's multiplicative why did you write "adds" when regarding percentage dmg increases. Mentioning "additive vs multiplicative" makes it even more confusing to me as to why you wrote "adds" for a percentage increase. In my head trickshot is multiplicative and the actual question I have regarding the trait is: "Is trickshot's ricochet dmg based on post-mitigation dmg or pre-mitigation dmg dealt?" (either should be a percentage increase though (multiplicative)).
The percent damage from trickshot is basically a separate damage bucket from percent damage from GS. Trickshot is multiplicative with increased damage (it’s basically runaans for ability), which is why snipers focus is BIS. Toxin functions the same way, it’s also “percent damage” but is multiplicative not additive. GS is a great item because Kai’sa’s main job is to 1 shot frontline, so her GS damage amp is active for basically her entire first cast.
Question regarding mana items I see blue buff usually has a higher delta than shojin, especially on low mana units like Kogmaw and Kindred. In theory they shouldn't be too far apart since both allow the units to achieve spellcast on 2 autos. But somehow blue buff just seems to perform that much better? Am I interpreting the data correctly or is the damage amp on blue buff really that significant?
blue buff also increases your units damage by 8% on enemy kill, so you’d prefer blue on low mana units. for higher mana units if they auto fast shojun is better, if they auto slow adaptive helm is better.
Below comment pointed out solid points so I'll just add one more thing. Removing mana is a big deal. Even if it results in the same amount of autos theres a difference between getting mana when you auto vs already having 10 mana removed. For instance on Teemo, Shojin is the worst mana item of the three because Shojin relies on autos to gain mana. There's this function that's been in the game since the start where if units AS is too high they will actually lose mana on the first auto after a cast. So often Teemo would Cast -> Auto (no mana cause of mana lock) -> then auto (w/ mana). Just having to wait for an auto to gain mana is a big deal.
bro you're hardstuck master, why is there "challanger itemization" in the title? i'm master myself and there's no way you think you're even close to challanger. better leave making guides to them or spend that time learning the game first...
Quick Correction:
In the video I mention Trick Shot taking the role of items like GS/Guardbreaker but it that is incorrect.
GS does % more damage while Trickshot takes a % of the damage you do and adds it. It's additive vs multiplicative bonuses basically.
I was using Ashe as an example in a previous take because the Sniper trait is actually a % multiplier like GS and got a bit mixed up in the script.
Apologies and thanks for everyone who helped point it out!
Hi,
first off nice video I hope you continue to do more education tft videos. I'm definitely subscribing.
(I realize the video is a part 1 however,)
In the Ashe section I was sure you were going to go with spear of shojin over rageblade, since making her cast will give us attack speed which in turn will help shojin make her cast again. After reading through Ashe's ability I understood why rageblade over shojin. Considerations for ability details should've probably been in this video or at least as part of the Ashe example.
Regarding the comment im replying to:
The way you formulized that is very confusing to me. I'm not sure what you are trying to tell me. Is the Trickshot bonus additive or multiplicative now? If it's additive what is in its bucket? If it's multiplicative why did you write "adds" when regarding percentage dmg increases. Mentioning "additive vs multiplicative" makes it even more confusing to me as to why you wrote "adds" for a percentage increase.
In my head trickshot is multiplicative and the actual question I have regarding the trait is: "Is trickshot's ricochet dmg based on post-mitigation dmg or pre-mitigation dmg dealt?" (either should be a percentage increase though (multiplicative)).
The percent damage from trickshot is basically a separate damage bucket from percent damage from GS. Trickshot is multiplicative with increased damage (it’s basically runaans for ability), which is why snipers focus is BIS. Toxin functions the same way, it’s also “percent damage” but is multiplicative not additive. GS is a great item because Kai’sa’s main job is to 1 shot frontline, so her GS damage amp is active for basically her entire first cast.
yes I was just going to post a correction about that!
Great. Unique. Very interesting to know. As a challenger player, understanding what actually I am doing and why I am right is very exciting. Thank you
Let me know if you have any questions!
AWESOME video. You becoming huge UA-camr soon ❤🫶🏾
Very informative video thanks!
very well said sir
ive seen your twitter posts they are vry informative too!
Question regarding mana items
I see blue buff usually has a higher delta than shojin, especially on low mana units like Kogmaw and Kindred. In theory they shouldn't be too far apart since both allow the units to achieve spellcast on 2 autos. But somehow blue buff just seems to perform that much better? Am I interpreting the data correctly or is the damage amp on blue buff really that significant?
blue buff also increases your units damage by 8% on enemy kill, so you’d prefer blue on low mana units. for higher mana units if they auto fast shojun is better, if they auto slow adaptive helm is better.
Below comment pointed out solid points so I'll just add one more thing.
Removing mana is a big deal. Even if it results in the same amount of autos theres a difference between getting mana when you auto vs already having 10 mana removed.
For instance on Teemo, Shojin is the worst mana item of the three because Shojin relies on autos to gain mana. There's this function that's been in the game since the start where if units AS is too high they will actually lose mana on the first auto after a cast. So often Teemo would Cast -> Auto (no mana cause of mana lock) -> then auto (w/ mana).
Just having to wait for an auto to gain mana is a big deal.
nice do this for leveling and for econ
Wait, is optimise spelled incorrectly on purpose in the thumbnail?
It clicked. 1.x Thomas shelby
bro you're hardstuck master, why is there "challanger itemization" in the title? i'm master myself and there's no way you think you're even close to challanger. better leave making guides to them or spend that time learning the game first...
Moka has hit Challenger multiple times.