@@NooneStaar 13.10 changed the minion wave timings so in theory mid lane had more time to roam as the minions arrive at the same time as side lanes. But the sidelanes clear there wave while you are moving to the side before you arrive and therefore can back off with no risk if you ganking.
and this is exactly the reason why annie mid is actually not that easy to play since shes horrible at pushing waves, so your team is basically playing a 4v5.
1:05 Armor & MR do NOT have diminishing returns. that's a misconception. For every point of armor you have, your effective HP go up by 1%. Formula: [Damage Taken] = [Damage Dealt] * [100/(Target's Armor + 100)] 100 armor on 1000hp gives you 2000 effective hp (phys dmg u need to take to die) 200 armor on 1000hp gives you 3000 effective hp. etc. Same goes for MR ofc.
Glad to learn this! Never thought about "eHP" in LoL, or maybe too many years ago to recall. However, I think we can consider the gold investment when buying resistances has (had) diminishing returns as soon as the striking opponent gets %pen. Right? Because it gets chunked, the more you invested, you more you lose.
This is, of course, correct, but I still think it's correct to say Armor and MR have diminishing returns. Your first 100 armor gives you 100% effective HP. Your second 100 armor gives you 50% effective HP. It's exactly the same as with AD / AP. Early game it's really valuable to back for a couple longswords, but it would be straight up trolling to do so late game unless you really have nothing better to do or you're backing anyways for health / mana / wards. Especially when you compare stacking armor/MR to building health after you already have a bunch of resistances. There's a multiplicative scaling between resistances and health, which can make picking up an item like Stoneplate too early a major efficiency mistake.
@@MrAwesomeTheAwesome If I give you 50 dollars today and tomorrow, you wouldn't say it has diminishing returns just because the first time you went from 0 to 50 and 2nd day from 50 to 100. (aka from infinite increase to only 100%, and the day after only 50%) The reason why raw stats are better early is because people are low lvl, so raw stats are way more damage than the base dmg of a lvl 1-3 ability.
@@Patrick_Engels I mean, I might. Context is key. In the realm of economics, it's generally accepted that giving someone who already has a great deal of money 50 bucks rather than someone who doesn't produces lower marginal economic value. The person with less money is more likely to spend it and stimulate further economic activity, and it is more likely to improve their real and perceived quality of life. (Unless they're in sufficient debt they must use it to pay that off instead, but that's its own whole thing.) In the context of League, a 20% increase in AD and a 5% increase in AD are far more significant values than the raw AD values. Gaining 20 AD early on is far more likely to change the dynamic of your lanes and matchups, while gaining 20 AD late game will usually not change the outcomes of most fights. I agree that level is a factor, but only because levels grant stats and damage. There is a diminishing return on the value of 10 AD based on your current AD *and* raw damage numbers of your abilities. Same with stacking any other stat. But even at level 9, if you're in some bizarre situation where nobody has backed yet, 20 AD makes a huge difference, while it just won't when everyone has three items. You probably won't notice it. I'd say there is no diminishing return on a pure raw numbers level. Obviously 100 + 10 and 200 + 10 are both 10 higher than the previous number. But the proportional increase has a diminishing return from 10% to 5%. And I believe the proportional increase is the more meaningful statistic because it more directly corresponds to how fights play out.
make a video about catching waves behind the enemy when they chase down your teamates to prevent dmg to your turrets plssss. ive got a perfect video for that if you would want.
All of this works just the same after 14mins on the new patch! But checkout my most recent video here for some new stuff that's possible because of the newest patch changes :) ua-cam.com/video/GxFe0gz1O0g/v-deo.html
holy the mic upgrade goes hard so crisp now
Used to love the is strat. Shame patch 13.10 killed it.
What did that patch do
@@NooneStaar 13.10 changed the minion wave timings so in theory mid lane had more time to roam as the minions arrive at the same time as side lanes. But the sidelanes clear there wave while you are moving to the side before you arrive and therefore can back off with no risk if you ganking.
@@Scarygomez I looked it up, apparently in 13.10 they intended less roaming actually. Thea change was to make 1v1's in the lane better to win.
just found your channel and these guides really illuminate theories I have no idea about! thank you so much for sharing this with us
good vid, that rammus in the intro is cracked
Fantastic guide
man I think I love you
great video
and this is exactly the reason why annie mid is actually not that easy to play since shes horrible at pushing waves, so your team is basically playing a 4v5.
now patch 13.10 is out, what do we pre 14 mins?
1:05 Armor & MR do NOT have diminishing returns. that's a misconception.
For every point of armor you have, your effective HP go up by 1%.
Formula:
[Damage Taken] = [Damage Dealt] * [100/(Target's Armor + 100)]
100 armor on 1000hp gives you 2000 effective hp (phys dmg u need to take to die)
200 armor on 1000hp gives you 3000 effective hp.
etc.
Same goes for MR ofc.
Glad to learn this! Never thought about "eHP" in LoL, or maybe too many years ago to recall.
However, I think we can consider the gold investment when buying resistances has (had) diminishing returns as soon as the striking opponent gets %pen. Right?
Because it gets chunked, the more you invested, you more you lose.
THANK YOU, god I hate this misconception it drives me nuts
This is, of course, correct, but I still think it's correct to say Armor and MR have diminishing returns. Your first 100 armor gives you 100% effective HP. Your second 100 armor gives you 50% effective HP. It's exactly the same as with AD / AP. Early game it's really valuable to back for a couple longswords, but it would be straight up trolling to do so late game unless you really have nothing better to do or you're backing anyways for health / mana / wards.
Especially when you compare stacking armor/MR to building health after you already have a bunch of resistances. There's a multiplicative scaling between resistances and health, which can make picking up an item like Stoneplate too early a major efficiency mistake.
@@MrAwesomeTheAwesome If I give you 50 dollars today and tomorrow, you wouldn't say it has diminishing returns just because the first time you went from 0 to 50 and 2nd day from 50 to 100. (aka from infinite increase to only 100%, and the day after only 50%)
The reason why raw stats are better early is because people are low lvl, so raw stats are way more damage than the base dmg of a lvl 1-3 ability.
@@Patrick_Engels I mean, I might. Context is key. In the realm of economics, it's generally accepted that giving someone who already has a great deal of money 50 bucks rather than someone who doesn't produces lower marginal economic value. The person with less money is more likely to spend it and stimulate further economic activity, and it is more likely to improve their real and perceived quality of life. (Unless they're in sufficient debt they must use it to pay that off instead, but that's its own whole thing.)
In the context of League, a 20% increase in AD and a 5% increase in AD are far more significant values than the raw AD values. Gaining 20 AD early on is far more likely to change the dynamic of your lanes and matchups, while gaining 20 AD late game will usually not change the outcomes of most fights.
I agree that level is a factor, but only because levels grant stats and damage. There is a diminishing return on the value of 10 AD based on your current AD *and* raw damage numbers of your abilities. Same with stacking any other stat. But even at level 9, if you're in some bizarre situation where nobody has backed yet, 20 AD makes a huge difference, while it just won't when everyone has three items. You probably won't notice it.
I'd say there is no diminishing return on a pure raw numbers level. Obviously 100 + 10 and 200 + 10 are both 10 higher than the previous number. But the proportional increase has a diminishing return from 10% to 5%. And I believe the proportional increase is the more meaningful statistic because it more directly corresponds to how fights play out.
make a video about catching waves behind the enemy when they chase down your teamates to prevent dmg to your turrets plssss. ive got a perfect video for that if you would want.
u do not need an entire video about that
of course you do thats a super complicated thing for low elo
can we get an updated version for post 13.10?
All of this works just the same after 14mins on the new patch!
But checkout my most recent video here for some new stuff that's possible because of the newest patch changes :)
ua-cam.com/video/GxFe0gz1O0g/v-deo.html
Checkout ClymbGG here (mentioned in the video)
clymb.gg/partner/roguelol/
if you hit the (try for free) or (login) button it just doesn't open for some reason :(
The website is down for some maintenance for the next month or so i believe and then it'll start back up later
4:10 cant be bronze, you clearly see they use back pings as its supposed to. nealry never happens in bronze xD