and Veil is an expensive item not suitable for everybody.
Catalyst->Veil is an awesome item that works on pretty much any hero, and against most team comps. Most especially casters and disablers. It also isn't all that expensive. Obviously the catalyst and consequently banshees is less beneficial for manaless champions, but it still proves useful against the right team comp.
When I've played Karthus, by end game I'm using my ult at the start of team fights usually. If I try to pick off stragglers during a team fight, I get stunned/silenced, and if I wait until I'm dead to ult, I might never cast it.
Initiating with his ult, though, freaks the other side out (in my experience) and makes our carries able to burst their carries much more easily. And I don't have to worry too much about it, instead casually using it on the cooldown when I think a team fight's about to start.
Mouschi on
Gamertag: Cunning Hekate // League of Legends: FeroxPA
Finally got enough IP to unlock karthas, he is a lot of fun. Whats even more fun is killing people with your ult and watching them bitch in chat. I had one guy just going nuts because i ult killed him 6 times. He would bitch non stop about karthas being no skill and how cheap his ult is, and i never said a word. Which probably made him more mad.
Yeah. People cry so much about Karthus. They need a good samaritan to tell them, "L2 Pot, Summoner Heal, or Banshee's Veil, LOL."
Independent of anything about OPness, these aren't exactly practical solutions. The potion has a very small chance of success (though isn't a bad idea in and of itself), Summoner Heal is something you pick before you know who you're up against, and Veil is an expensive item not suitable for everybody.
Veil is good for pretty much every character in the game, and while expensive, also is one of the strongest items in the game. Even though I waste 500g of the cost when playing a non-mana character, it's worth it against a Karthus. I've been saved by MR multiple times, and by the passive once quite recently.
Both HP pots and especially Fort Pots can and will save you from Karthus. They won't save you at 10 HP with 3 seconds to go at base MR, but they fucking shouldn't anyways. Any good chaser would have you dead, so complaining about Karthus also being able to kill you in that situation is silly.
Just defile makes Karthus fun for me. It's obviously much, much weaker than Crowstorm, but with golem you can run it for EVER, inexorably floating behind people as all their creep waves melt. Karthus is a great chaser, and if people turn around to fight that just makes it even EASIER to land your lay wastes.
I haven't played him much lately precisely because I love playing melee karthus too much. Also, I solo queue a lot and tank so someone will do a competent job at it.
Mouschi on
Gamertag: Cunning Hekate // League of Legends: FeroxPA
Are you going to declare a new best character every day, Mr. Tristana?
Fiddlesticks is the best character though :P
I really don't understand why he isn't in every game, he can keep the entire enemy team locked down with silences/fears and when he gets bored of that ult in, hit zhonyas to make himself immortal and kill them all :winky:
Fiddlesticks is the best character though :P
I really don't understand why he isn't in every game, he can keep the entire enemy team locked down with silences/fears and when he gets bored of that ult in, hit zhonyas to make himself immortal and kill them all :winky:
I used to main Fiddlesticks. He's gotten a lot worse in the current metagame, in my opinion, simply because everyone and their mother carries Cleanse and/or Ghost now, AND half the new characters have some kind of bullshit escape mechanism which makes it even harder to land an effective Crowstorm. His mute isn't nearly as scary as it used to be, and every time you ult in with him Shen shields the guy you feared and everyone else blinks out while Ezreal and Janna blast you with long range skillshots that damage you or knock you back while healing their team at the same time.
One of the reasons I like Mordekaiser nowadays is that he's a very, very good counter for people who are over-reliant on their Ghost/Flash/blink to get out of hairy situations (as long as they don't have Cleanse available). I've scored a lot of kills on guys like Ezreal, who don't invest in any HP because they use their escape mechanisms as a crutch -- they usually manage to run halfway across the map before my DOTs kill them and make them my ghostly bitch.
That being said, Melk's Garen is quite scary and deadly early to mid game, and he knows how to use that ult to great effect. I see no reason that for IH's / mid to low level games, why building Melk's Garen wont be incredibly effective. He is a great player and knows the character well, so following his guide is not the worst thing in the world.
Thanks
His skills scale rather poorly and his ult does flat damage.
That's a fantastic point about his ultimate and a big reason why I'm going to try tank Garen tonight, I think.
In regards to his skills scaling poorly, obviously that's true with Courage and his Ultimate. But not with Judgment. Judgment scales amazingly well.
In fact, after working out some math, my "damage Garen" deals around 2000 damage with Judgment over three seconds, compared to "tank Garen"'s 1000 damage over three seconds. And I haven't added in armor penetration or masteries. That's a pretty huge boost.
Plus, the 35% coefficient on Judgment's damage is really misleading. Judgment attacks 7 times. Over the course of 3 seconds, the coefficient is actually 245%. That is huge.
Just by contrast, each tick of Fiddlestick's Crowstorm gets 35% of Ability Power and hits every second for 5 seconds. That's an ultimate with a massive cooldown and it scales worse than Judgment (because it hits less).
The math on judgment's excellent scaling follows below:
Here's the ability:
Garen rapidly spins his sword around his body for 3 seconds, dealing 15/35/55/75/95 plus (+.35 per attack damage) to enemy units in the area every 0.5 seconds. This ability does half damage to minions, and it can scale off of your critical hit stat to deal bonus damage.
If I recall correctly, you deal damage once right at the start, and once right at the end, meaning you're actually making 7 attacks during that period. Each attack gets 35% of your attack damage. Assuming that you can hit your opponent for the full duration of Judgment, each 1 point of attack damage nets you 2.45 damage. So in actuality, Judgment gets 245% of your Attack Damage. Additionally, each hit can critical strike as well, so you benefit from critical strike as well. In fact, critical strike adds a TON more damage than you think it would.
That means that a B.F. Sword (+50 damage) actually increases the damage of Judgment by 122.
At level 18, with the Infinity Edge and Ghostblade, your Judgment will do about 1000 extra damage over 3 seconds than if you geared with 100% tank items. Math below:
Over 7 hits, Judgment will do a total of 665 damage without adding your base attack damage without items (119).
Add attack damage at level 18, +119, with no items. 119*2.45 = 291.5. Add in the base damage of Judgment for a total of 956.5.
At level 18 with no dmg items you would have a ~10% crit chance. Assume on average, .7 hits will crit with no items, dealing an extra 137 damage to a single attack (with no dmg items).
That means that without any damage items, your Judgment will do about 1093.5 damage.
Now let's add in those items, an Infinity Edge and a Ghostblade.
Add in bonus attack damage of items, +110, disregarding critical strike chance for a moment. 110*2.45=269.5. Over 7 hits, those items will net you 269.5 extra damage. Adding in the base damage of Judgment plus your base damage at level 18 without items, and that's a total of 1226.
Add in bonus Critical Strike chance of dmg items, 35%. Assume that, on average, 2.45 extra hits will crit rather than not. Each of those hits will do 250% damage thanks to Infinity Edge, dealing a total of [((1226/7)2.45)1.5] 643.5 extra damage.
Also, with dmg items, that extra 10% natural crit chance would result in [((1226/7).7)1.5] 183.9 damage.
So, that's a total damage of 2053.4 damage with items.
Of course, you are absolutely correct that Garen's other abilities do not scale with items - Garen's Ultimate does flat damage based on the other guy's current health, Courage doesn't scale with items, and Decisive Strike's bonus damage doesn't scale (of course, if you have more damage you'll just hit harder to begin with).
That would have been nice earlier when three of my teammates decided to channel their rage by starting a garden of Vision Wards in our base. The other decent player left the game in disgust.
Having the only kills on the team minus one I kept playing diligently as we got pushed in at ~19 minutes, but some whistleblowing would have made me feel better.
I just hope the report function leads to something.
I'm honestly not sure what it could lead to. RIOT won't want to lose customers/players by punishing their in-game behavior... will they?
probably a temp ban or temporary IP gain decrease it wouldn't affect players like Nisi who have 3 billion IP but it would help deter people who act like douches in game
I just hope the report function leads to something.
I'm honestly not sure what it could lead to. RIOT won't want to lose customers/players by punishing their in-game behavior... will they?
probably a temp ban or temporary IP gain decrease it wouldn't affect players like Nisi who have 3 billion IP but it would help deter people who act like douches in game
I'm not really sure what it could lead to either but I'm really sick of seeing these type of people game after game.
edit:
Oh! And I've been getting a weird bug in game... I wont be able to move or do any abilities, but everything on the screen keeps going like normal... I can type messages and send them but they wont actually go through. If anything gets near my champ it just starts auto attacking it. Sometimes it goes away after 10-15 seconds... but sometimes I have to quit and reconnect. Ugh.
I do know they've given out temp bans before for bad behavior. Stuff like afking in games instead of quitting or purposely feeding in a blatant manner.
(Base values for attack damage from Leaguecraft, all other theorycrafting my own. Takes into account +4% damage mastery, assuming attacking a target with exactly 0 armor after armor penetration and no other kind of damage reduction from abilities.)
I did not realize how huge the jump from B.F. Sword to Infinity Edge was. That increase in bonus crit damage is huge.
That might explain some of my floundering come the end game - I really just need to rush that Infinity Edge as soon as possible. Lots of games I haven't even been getting it, but it really is huge.
An IP penalty would be fine, but in their eyes its probably not worth the effort of enforcement. A nice PM warning would do well before that.
Hoenstly I'm suprised there's not a bucnh of in-game bonuses for IP/EXP. Certainly winning in a 4v5, or scoring something like a Pentakill could afford the player a little bit of a bonus. Likewise for games >60 minutes or many other things.
redraptor on
0
PiptheFairFrequently not in boats.Registered Userregular
An IP penalty would be fine, but in their eyes its probably not worth the effort of enforcement. A nice PM warning would do well before that.
Hoenstly I'm suprised there's not a bucnh of in-game bonuses for IP/EXP. Certainly winning in a 4v5, or scoring something like a Pentakill could afford the player a little bit of a bonus. Likewise for games >60 minutes or many other things.
There's already an IP bonus for losing a game that goes long (and for winning a game quickly, on the flipside). I think finishing out a game with a leaver should merit an IP bonus, win or lose. But I think giving a bonus for pentakills would just lead to people playing Twitch more, which we can probably all agree is an awful result.
Mouschi on
Gamertag: Cunning Hekate // League of Legends: FeroxPA
I'm pretty sure in my 5-600 games I've never seen a pentakill. I think I saw my first quadrakill last night when a Morde on our team chased a team we were stomping from an inhib to their spawn as we won.
PVP.net and League of Legends will be updated during scheduled maintenance
New Skins in the Store
Forsaken Olaf
Glacial Olaf
Angler Jax
Spectacular Sivir
Mad Hatter Shaco
PVP.net v1.12.23
Added a message to alert users that they have been disconnected from PVP.net chat
Made several optimizations to the rune book
Runes can now be added and removed from the rune book using right-click
League of Legends v1.0.0.87
Olaf, the Berserker
Undertow - Olaf throws an axe into the ground at a target location, dealing damage to units it passes through and slowing their movement speed. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.
Vicious Strikes - Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp.
Reckless Swing - Olaf attacks with such force that it deals true damage to his target and himself.
Ragnarok (ultimate) - Olaf is immune to disables, has increased armor penetration and reduces incoming damage by a flat amount.
Berserker Rage (passive) - For each 1% of health missing, Olaf's attack speed is increased by 1%.
Akali
Fixed a bug where Mark of the Assasin would proc even if you miss or are dodged
Fixed a bug where her Twin Passives discipline failed to count Ability Power and Damage gained through buffs, such as improved Ignite, Eye of the Storm, or Mejai's Soulstealer
Fixed a bug where Crescent Slash was spell vamping for too much
Twin Disciplines Spell Vamp ratio increased to 10% per 100 Damage, from 5% per 100 Damage, to compensate for the above bug fix. In total, Akali will vamp more from her single target spells and less from Crescent Slash
Akali can no longer Shadow Dance out of disables
Adjusted Akali's hit timing to be more accurate
Alistar
Fixed a bug that prevented Alistar from casting spells immediately after using Headbutt
Amumu
Updated the tooltip on Cursed Touch to include the duration of the magic resistance debuff
Anivia
Fixed the Flash Frost tooltip to correctly display that the cooldown of this spell is 12/11/10/9/8/7 seconds
Fixed the Glacial Storm tooltip to correctly display that the cooldown of this spell is 6 seconds
Fixed a bug where Icewall could be bypassed by ghosted units
Ashe
Fixed a bug where Volley was slowing more than it should
Fixed a bug allowing Volley and Frost arrow slow to stack
Blitzcrank
Fixed a bug where Power Fist’s cooldown was 12/10/8/6/4 instead of 9/8/7/6/5
Dr Mundo
Removed Cooldown from Sadism’s rank up tooltip since there is no change to the cooldown upon leveling up
Evelynn
Fixed a bug where Shadow Walk failed to stun the target if used with your first basic attack in the game
Ezreal
Mystic Shot attack damage percent increased to 120% from 100
Essence Flux heal amount reduced to 50% from 70%
Essence Flux attack speed buff/debuff reduce to 5/10/15/20/25 from 20/25/30/35/40%
Trueshot Barrage ability power ratio reduced to 0.7 from 1
Gragas
Fixed a bug where the Drunken Rage tooltip said it lasted for 25 seconds, when it actually lasts 20 seconds
Janna
Howling Gale mana cost increased to 90/105/120/135/150 from 80/95/110/125/140
Eye of the Storm mana cost increased to 70/80/90/100/110 from 60/70/80/90/100
Reworded Zephyr’s tooltip to indicate that Janna loses the passive boost while Zephyr is on cooldown
Fixed a bug where ranking up Zephyr only gives the additional movement speed after Janna has refreshed the buff
Jax
Fixed a bug where Jax was being healed when he received bonus health (from Guinsoo's Rageblade, Janna's Eye of the Storm, etc)
Fixed a bug where Jax could target himself with Leap Strike
Katarina
Bouncing Blade bounce range reduced to 400 from 450
Kayle
Holy Fervor (New Passive): 30% of Kayle's attack damage is added to her ability power and 15% of Kayle's ability power is added to her attack damage
Reckoning
While the target is slowed, Kayle inflicts 8/10/12/14/16% increased damage to the target.
Reckoning no longer interacts with Holy Fervor
Removed the attack speed debuff component from Reckoning
Damage reduce to 60/110/160/210/260 from 80/135/190/245/300. (Note: She does start with additional AP now)
Ability Power coefficient reduced to 0.8 from 1.0
Divine Blessing
Healing increased to 65/105/145/185/225 from 60/95/130/165/200
Movement speed increased to 12/14/16/18/20% from 8/10/12/14/16%
Duration reduced to 10 seconds from 20
Cooldown reduced to 10 seconds from 15
Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60
Righteous Fury
Range increased by 50
Righteous Fury now deals the bonus damage as a separate magic damage source to her target. For nearby units, the splash damage is now magic damage.
Base bonus damage increased to 8/14/20/26/32 from 6/12/18/24/30
Cooldown reduced to 22/21/20/19/18 seconds from 25 seconds
Mana cost reduced to 65 from 75
Intervention
Cooldown increased to 90 at all ranks from 90/75/60
Cast range reduced to 1200 from 1300
Miscellaneous
Base damage reduced to 56.3 from 60.3
Base health reduced to 501 from 526
Health per level reduced to 93 from 98
Base attack speed slightly increased
Base armor reduced to 21 from 27
Armor per level reduced to 3.5 from 4
Magic resistance per level increased to 0.75 from 0
Mana regen per level increased to 0.065 from 0.06
Attack speed per level increased to 2.3 from 1.85
Normalized her attack timing between alternate attacks
Attack range increased to 125 from 100
Updated recommended items.
Updated playing as and against tips.
Malzahar
Fixed a bug where a Voidling's attacks would reveal Malzahar through the Fog-of-war and Brush
Increased Voidling's movement speed to 451 from 419
Mordekaiser
Fixed a bug where Children of the Grave would sometimes create a copy of the target even when they didn't die
Nasus
Fixed Siphoning Strikes’ tooltip to correctly display that the cooldown of this spell is 8/7/6/5/4 seconds.
Fury of the Sands tooltip now correctly states that the transformation effect from this spell lasts for 15 seconds.
Nidalee
Primal Surge heal reduced to 60/90/120/150/180 from 75/120/165/210/255
Primal Surge ability power ratio increased to 1.25 from .8
Javelin Toss ability power ratio increased to .65 from .55
Poppy
Fixed a bug where Diplomatic Immunity would sometimes cause targets with Guardian Angel, Rebirth, or Chronoshift to not properly revive on death
Fixed a bug where Valiant Fighter’s tooltip said it reduced damage by 30%, rather than 50%
Rammus
Fixed a bug where Powerball could occasionally deal double damage
Sion
Fixed a bug where you had to toggle Enrage off and back on after leveling it up in order to get the benefit
Soraka
Updated Soraka's Consecration tooltip to properly say that Soraka grants a magic resist aura to nearby allies
Shen
Feint has been changed to work like a normal shield. Feint absorbs up to 50/100/150/200/250 Damage, 0.6 AP ratio
Fixed a bug with Stand United where Shen was able to teleport while he is taunted
Twisted Fate
Wild Cards ability power coefficient increased to 0.65 from 0.5
Stacked Deck
Attack speed gain reduced to 3/6/9/12/15% from 6/12/18/24/30
Bonus damage decreased to 55/80/105/130/155 from 60/90/120/150/180.
Ability power coefficient increased to 0.4 from 0.3.
Pick A Card
Fixed a bug where Red Card's AoE damage was doing significantly more or less damage than intended.
Fixed a bug where Red Card's slowing effects are renewed by Lizard Elder's slowing debuff.
Fixed the tooltip to correctly indicate that Gold Card's damage is based on the bonus damage of red and blue, not their base damage.
Udyr
Changed Monkey Agility’s tooltip on the buff applied upon switching stances to show the cumulative bonuses based on number of stacks.
Warwick
Updated Blood Scent’s tooltip to reflect that this ability has no cooldown since it is passive.
Zilean
Clarified Rewind tooltip to remove some redundant information
Items
New Item: Needlessly Large Rod
1600 Gold
+80 Ability Power
Innervating Locket effect cooldown increased to 4 from 3
Elixir of Fortitude damage buff changed to give 10-28 damage based on Champion level rather than a flat 20 damage
Changed Zhonya's Ring recipe to now include Needlessly Large Rod instead of 2 Blasting Wands. Total Price Adjusted to 3460
Elixir of Brilliance is now listed in the Ability Power section of the shop.
Faerie Charm no longer says it builds into Stinger.
Stark's Fervor’s aura buff applied from allied champions who also have Stark's Fervor will now stack with the personal buff.
Soul Shroud’s aura buff applied from allied champions who also have Soul Shroud will now stack with the personal buff.
Twisted Treeline
Ambient gold per 5 decreased to 6.5 from 8.5
Gold from minion kills increased by 3 for all minions
Grez size increased by 20%
Grez base health increased to 1400 from 1100
Grez armor decreased to 12 from 20
Dragon base health increased to 2400 from 2000
Dragon armor decreased to 10 from 20
General
Fixed numerous client crashes
Fixed numerous server crashes
Fixed an issue where setting the HUD scale to 0 would cause the minimap to disappear
Scaling the HUD will now no longer scale the chat window
Adjusted the color threshold for ping times on the loading screen
Character screen (C) updated to remove extraneous ability info and have a smaller footprint
Skins
Rusty Blitzcrank
Fixed a bug where the hand projectile was showing up as the original color.
Updated the texture with a new coat of rust
Exiled Morgana
Decreased the saturation
Reworked the golden detailing
Adjusted aura and attack particles to fit the theme
Mouschi on
Gamertag: Cunning Hekate // League of Legends: FeroxPA
Posts
Catalyst->Veil is an awesome item that works on pretty much any hero, and against most team comps. Most especially casters and disablers. It also isn't all that expensive. Obviously the catalyst and consequently banshees is less beneficial for manaless champions, but it still proves useful against the right team comp.
Initiating with his ult, though, freaks the other side out (in my experience) and makes our carries able to burst their carries much more easily. And I don't have to worry too much about it, instead casually using it on the cooldown when I think a team fight's about to start.
Gamertag: Cunning Hekate // League of Legends: FeroxPA
Veil is good for pretty much every character in the game, and while expensive, also is one of the strongest items in the game. Even though I waste 500g of the cost when playing a non-mana character, it's worth it against a Karthus. I've been saved by MR multiple times, and by the passive once quite recently.
Both HP pots and especially Fort Pots can and will save you from Karthus. They won't save you at 10 HP with 3 seconds to go at base MR, but they fucking shouldn't anyways. Any good chaser would have you dead, so complaining about Karthus also being able to kill you in that situation is silly.
Are you going to declare a new best character every day, Mr. Tristana?
Just defile makes Karthus fun for me. It's obviously much, much weaker than Crowstorm, but with golem you can run it for EVER, inexorably floating behind people as all their creep waves melt. Karthus is a great chaser, and if people turn around to fight that just makes it even EASIER to land your lay wastes.
I haven't played him much lately precisely because I love playing melee karthus too much. Also, I solo queue a lot and tank so someone will do a competent job at it.
Gamertag: Cunning Hekate // League of Legends: FeroxPA
Fiddlesticks is the best character though :P
I really don't understand why he isn't in every game, he can keep the entire enemy team locked down with silences/fears and when he gets bored of that ult in, hit zhonyas to make himself immortal and kill them all :winky:
It's such a garbage item.
It also didn't help their team consisted of TF/Heimer/Cho/Teemo/Soraka. There was no defending towers.
thankfully i was lolpubryze, 20 stacks errday
i just went mejais -> spell pen boots -> banshees veil cause before i even finished the veil i had 20 stacks
even if i died, i took 2 people with me and left the rest of their team at 50% and we had taric and rammus pushin towers like muthas
also ghost is the meanest summoner ability on ryze
fighttest is the worst character
I used to main Fiddlesticks. He's gotten a lot worse in the current metagame, in my opinion, simply because everyone and their mother carries Cleanse and/or Ghost now, AND half the new characters have some kind of bullshit escape mechanism which makes it even harder to land an effective Crowstorm. His mute isn't nearly as scary as it used to be, and every time you ult in with him Shen shields the guy you feared and everyone else blinks out while Ezreal and Janna blast you with long range skillshots that damage you or knock you back while healing their team at the same time.
One of the reasons I like Mordekaiser nowadays is that he's a very, very good counter for people who are over-reliant on their Ghost/Flash/blink to get out of hairy situations (as long as they don't have Cleanse available). I've scored a lot of kills on guys like Ezreal, who don't invest in any HP because they use their escape mechanisms as a crutch -- they usually manage to run halfway across the map before my DOTs kill them and make them my ghostly bitch.
Thanks
That's a fantastic point about his ultimate and a big reason why I'm going to try tank Garen tonight, I think.
In regards to his skills scaling poorly, obviously that's true with Courage and his Ultimate. But not with Judgment. Judgment scales amazingly well.
In fact, after working out some math, my "damage Garen" deals around 2000 damage with Judgment over three seconds, compared to "tank Garen"'s 1000 damage over three seconds. And I haven't added in armor penetration or masteries. That's a pretty huge boost.
Plus, the 35% coefficient on Judgment's damage is really misleading. Judgment attacks 7 times. Over the course of 3 seconds, the coefficient is actually 245%. That is huge.
Just by contrast, each tick of Fiddlestick's Crowstorm gets 35% of Ability Power and hits every second for 5 seconds. That's an ultimate with a massive cooldown and it scales worse than Judgment (because it hits less).
The math on judgment's excellent scaling follows below:
Garen rapidly spins his sword around his body for 3 seconds, dealing 15/35/55/75/95 plus (+.35 per attack damage) to enemy units in the area every 0.5 seconds. This ability does half damage to minions, and it can scale off of your critical hit stat to deal bonus damage.
If I recall correctly, you deal damage once right at the start, and once right at the end, meaning you're actually making 7 attacks during that period. Each attack gets 35% of your attack damage. Assuming that you can hit your opponent for the full duration of Judgment, each 1 point of attack damage nets you 2.45 damage. So in actuality, Judgment gets 245% of your Attack Damage. Additionally, each hit can critical strike as well, so you benefit from critical strike as well. In fact, critical strike adds a TON more damage than you think it would.
That means that a B.F. Sword (+50 damage) actually increases the damage of Judgment by 122.
At level 18, with the Infinity Edge and Ghostblade, your Judgment will do about 1000 extra damage over 3 seconds than if you geared with 100% tank items. Math below:
Add attack damage at level 18, +119, with no items. 119*2.45 = 291.5. Add in the base damage of Judgment for a total of 956.5.
At level 18 with no dmg items you would have a ~10% crit chance. Assume on average, .7 hits will crit with no items, dealing an extra 137 damage to a single attack (with no dmg items).
That means that without any damage items, your Judgment will do about 1093.5 damage.
Now let's add in those items, an Infinity Edge and a Ghostblade.
Add in bonus attack damage of items, +110, disregarding critical strike chance for a moment. 110*2.45=269.5. Over 7 hits, those items will net you 269.5 extra damage. Adding in the base damage of Judgment plus your base damage at level 18 without items, and that's a total of 1226.
Add in bonus Critical Strike chance of dmg items, 35%. Assume that, on average, 2.45 extra hits will crit rather than not. Each of those hits will do 250% damage thanks to Infinity Edge, dealing a total of [((1226/7)2.45)1.5] 643.5 extra damage.
Also, with dmg items, that extra 10% natural crit chance would result in [((1226/7).7)1.5] 183.9 damage.
So, that's a total damage of 2053.4 damage with items.
I ignored masteries because I'm lazy.
Information on base stats came from Leagecraft's character builder.
Of course, you are absolutely correct that Garen's other abilities do not scale with items - Garen's Ultimate does flat damage based on the other guy's current health, Courage doesn't scale with items, and Decisive Strike's bonus damage doesn't scale (of course, if you have more damage you'll just hit harder to begin with).
3DS FC: 5086-1134-6451
Shiny Code: 3837
2 or 3 people on the team die within the first 6 levels
Douche: L2P NOOBS PRACTICE GAMES U SO BAD IM GOOD
team: relax, man...
Douche refuses to leave spawn
Douche: LMAOLMAOLMAO U SO BAD
I just hope the report function leads to something.
Janna + Ashe in a lane. Have fun.
That would have been nice earlier when three of my teammates decided to channel their rage by starting a garden of Vision Wards in our base. The other decent player left the game in disgust.
Having the only kills on the team minus one I kept playing diligently as we got pushed in at ~19 minutes, but some whistleblowing would have made me feel better.
now that
is hyper aggression 2010
I'm honestly not sure what it could lead to. RIOT won't want to lose customers/players by punishing their in-game behavior... will they?
probably a temp ban or temporary IP gain decrease it wouldn't affect players like Nisi who have 3 billion IP but it would help deter people who act like douches in game
and countless pubs saved
I'm not really sure what it could lead to either but I'm really sick of seeing these type of people game after game.
edit:
Oh! And I've been getting a weird bug in game... I wont be able to move or do any abilities, but everything on the screen keeps going like normal... I can type messages and send them but they wont actually go through. If anything gets near my champ it just starts auto attacking it. Sometimes it goes away after 10-15 seconds... but sometimes I have to quit and reconnect. Ugh.
So, I've just been playing around some more with theorycrafting Garen and if you follow my build, Judgment does the following damage:
(Base values for attack damage from Leaguecraft, all other theorycrafting my own. Takes into account +4% damage mastery, assuming attacking a target with exactly 0 armor after armor penetration and no other kind of damage reduction from abilities.)
I did not realize how huge the jump from B.F. Sword to Infinity Edge was. That increase in bonus crit damage is huge.
That might explain some of my floundering come the end game - I really just need to rush that Infinity Edge as soon as possible. Lots of games I haven't even been getting it, but it really is huge.
Hoenstly I'm suprised there's not a bucnh of in-game bonuses for IP/EXP. Certainly winning in a 4v5, or scoring something like a Pentakill could afford the player a little bit of a bonus. Likewise for games >60 minutes or many other things.
that's the problem
There's already an IP bonus for losing a game that goes long (and for winning a game quickly, on the flipside). I think finishing out a game with a leaver should merit an IP bonus, win or lose. But I think giving a bonus for pentakills would just lead to people playing Twitch more, which we can probably all agree is an awful result.
Gamertag: Cunning Hekate // League of Legends: FeroxPA
I think I only have like 16k now after buying malhazrarar. I forget, I haven't looked in a while.
also champs. FUUUUUU
i am so bad with him
now i am poor and have gained nothing
heh
the main reason i ever play heimerdinger is to watch his hair bounce up and down when he walks
it is mystical
New Skins in the Store
Forsaken Olaf
Glacial Olaf
Angler Jax
Spectacular Sivir
Mad Hatter Shaco
PVP.net v1.12.23
Added a message to alert users that they have been disconnected from PVP.net chat
Made several optimizations to the rune book
Runes can now be added and removed from the rune book using right-click
League of Legends v1.0.0.87
Olaf, the Berserker
Undertow - Olaf throws an axe into the ground at a target location, dealing damage to units it passes through and slowing their movement speed. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.
Vicious Strikes - Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp.
Reckless Swing - Olaf attacks with such force that it deals true damage to his target and himself.
Ragnarok (ultimate) - Olaf is immune to disables, has increased armor penetration and reduces incoming damage by a flat amount.
Berserker Rage (passive) - For each 1% of health missing, Olaf's attack speed is increased by 1%.
Akali
Fixed a bug where Mark of the Assasin would proc even if you miss or are dodged
Fixed a bug where her Twin Passives discipline failed to count Ability Power and Damage gained through buffs, such as improved Ignite, Eye of the Storm, or Mejai's Soulstealer
Fixed a bug where Crescent Slash was spell vamping for too much
Twin Disciplines Spell Vamp ratio increased to 10% per 100 Damage, from 5% per 100 Damage, to compensate for the above bug fix. In total, Akali will vamp more from her single target spells and less from Crescent Slash
Akali can no longer Shadow Dance out of disables
Adjusted Akali's hit timing to be more accurate
Alistar
Fixed a bug that prevented Alistar from casting spells immediately after using Headbutt
Amumu
Updated the tooltip on Cursed Touch to include the duration of the magic resistance debuff
Anivia
Fixed the Flash Frost tooltip to correctly display that the cooldown of this spell is 12/11/10/9/8/7 seconds
Fixed the Glacial Storm tooltip to correctly display that the cooldown of this spell is 6 seconds
Fixed a bug where Icewall could be bypassed by ghosted units
Ashe
Fixed a bug where Volley was slowing more than it should
Fixed a bug allowing Volley and Frost arrow slow to stack
Blitzcrank
Fixed a bug where Power Fist’s cooldown was 12/10/8/6/4 instead of 9/8/7/6/5
Dr Mundo
Removed Cooldown from Sadism’s rank up tooltip since there is no change to the cooldown upon leveling up
Evelynn
Fixed a bug where Shadow Walk failed to stun the target if used with your first basic attack in the game
Ezreal
Mystic Shot attack damage percent increased to 120% from 100
Essence Flux heal amount reduced to 50% from 70%
Essence Flux attack speed buff/debuff reduce to 5/10/15/20/25 from 20/25/30/35/40%
Trueshot Barrage ability power ratio reduced to 0.7 from 1
Gragas
Fixed a bug where the Drunken Rage tooltip said it lasted for 25 seconds, when it actually lasts 20 seconds
Janna
Howling Gale mana cost increased to 90/105/120/135/150 from 80/95/110/125/140
Eye of the Storm mana cost increased to 70/80/90/100/110 from 60/70/80/90/100
Reworded Zephyr’s tooltip to indicate that Janna loses the passive boost while Zephyr is on cooldown
Fixed a bug where ranking up Zephyr only gives the additional movement speed after Janna has refreshed the buff
Jax
Fixed a bug where Jax was being healed when he received bonus health (from Guinsoo's Rageblade, Janna's Eye of the Storm, etc)
Fixed a bug where Jax could target himself with Leap Strike
Katarina
Bouncing Blade bounce range reduced to 400 from 450
Kayle
Holy Fervor (New Passive): 30% of Kayle's attack damage is added to her ability power and 15% of Kayle's ability power is added to her attack damage
Reckoning
While the target is slowed, Kayle inflicts 8/10/12/14/16% increased damage to the target.
Reckoning no longer interacts with Holy Fervor
Removed the attack speed debuff component from Reckoning
Damage reduce to 60/110/160/210/260 from 80/135/190/245/300. (Note: She does start with additional AP now)
Ability Power coefficient reduced to 0.8 from 1.0
Divine Blessing
Healing increased to 65/105/145/185/225 from 60/95/130/165/200
Movement speed increased to 12/14/16/18/20% from 8/10/12/14/16%
Duration reduced to 10 seconds from 20
Cooldown reduced to 10 seconds from 15
Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60
Righteous Fury
Range increased by 50
Righteous Fury now deals the bonus damage as a separate magic damage source to her target. For nearby units, the splash damage is now magic damage.
Base bonus damage increased to 8/14/20/26/32 from 6/12/18/24/30
Cooldown reduced to 22/21/20/19/18 seconds from 25 seconds
Mana cost reduced to 65 from 75
Intervention
Cooldown increased to 90 at all ranks from 90/75/60
Cast range reduced to 1200 from 1300
Miscellaneous
Base damage reduced to 56.3 from 60.3
Base health reduced to 501 from 526
Health per level reduced to 93 from 98
Base attack speed slightly increased
Base armor reduced to 21 from 27
Armor per level reduced to 3.5 from 4
Magic resistance per level increased to 0.75 from 0
Mana regen per level increased to 0.065 from 0.06
Attack speed per level increased to 2.3 from 1.85
Normalized her attack timing between alternate attacks
Attack range increased to 125 from 100
Updated recommended items.
Updated playing as and against tips.
Malzahar
Fixed a bug where a Voidling's attacks would reveal Malzahar through the Fog-of-war and Brush
Increased Voidling's movement speed to 451 from 419
Mordekaiser
Fixed a bug where Children of the Grave would sometimes create a copy of the target even when they didn't die
Nasus
Fixed Siphoning Strikes’ tooltip to correctly display that the cooldown of this spell is 8/7/6/5/4 seconds.
Fury of the Sands tooltip now correctly states that the transformation effect from this spell lasts for 15 seconds.
Nidalee
Primal Surge heal reduced to 60/90/120/150/180 from 75/120/165/210/255
Primal Surge ability power ratio increased to 1.25 from .8
Javelin Toss ability power ratio increased to .65 from .55
Poppy
Fixed a bug where Diplomatic Immunity would sometimes cause targets with Guardian Angel, Rebirth, or Chronoshift to not properly revive on death
Fixed a bug where Valiant Fighter’s tooltip said it reduced damage by 30%, rather than 50%
Rammus
Fixed a bug where Powerball could occasionally deal double damage
Sion
Fixed a bug where you had to toggle Enrage off and back on after leveling it up in order to get the benefit
Soraka
Updated Soraka's Consecration tooltip to properly say that Soraka grants a magic resist aura to nearby allies
Shen
Feint has been changed to work like a normal shield. Feint absorbs up to 50/100/150/200/250 Damage, 0.6 AP ratio
Fixed a bug with Stand United where Shen was able to teleport while he is taunted
Twisted Fate
Wild Cards ability power coefficient increased to 0.65 from 0.5
Stacked Deck
Attack speed gain reduced to 3/6/9/12/15% from 6/12/18/24/30
Bonus damage decreased to 55/80/105/130/155 from 60/90/120/150/180.
Ability power coefficient increased to 0.4 from 0.3.
Pick A Card
Fixed a bug where Red Card's AoE damage was doing significantly more or less damage than intended.
Fixed a bug where Red Card's slowing effects are renewed by Lizard Elder's slowing debuff.
Fixed the tooltip to correctly indicate that Gold Card's damage is based on the bonus damage of red and blue, not their base damage.
Udyr
Changed Monkey Agility’s tooltip on the buff applied upon switching stances to show the cumulative bonuses based on number of stacks.
Warwick
Updated Blood Scent’s tooltip to reflect that this ability has no cooldown since it is passive.
Zilean
Clarified Rewind tooltip to remove some redundant information
Items
New Item: Needlessly Large Rod
1600 Gold
+80 Ability Power
Innervating Locket effect cooldown increased to 4 from 3
Elixir of Fortitude damage buff changed to give 10-28 damage based on Champion level rather than a flat 20 damage
Changed Zhonya's Ring recipe to now include Needlessly Large Rod instead of 2 Blasting Wands. Total Price Adjusted to 3460
Elixir of Brilliance is now listed in the Ability Power section of the shop.
Faerie Charm no longer says it builds into Stinger.
Stark's Fervor’s aura buff applied from allied champions who also have Stark's Fervor will now stack with the personal buff.
Soul Shroud’s aura buff applied from allied champions who also have Soul Shroud will now stack with the personal buff.
Twisted Treeline
Ambient gold per 5 decreased to 6.5 from 8.5
Gold from minion kills increased by 3 for all minions
Grez size increased by 20%
Grez base health increased to 1400 from 1100
Grez armor decreased to 12 from 20
Dragon base health increased to 2400 from 2000
Dragon armor decreased to 10 from 20
General
Fixed numerous client crashes
Fixed numerous server crashes
Fixed an issue where setting the HUD scale to 0 would cause the minimap to disappear
Scaling the HUD will now no longer scale the chat window
Adjusted the color threshold for ping times on the loading screen
Character screen (C) updated to remove extraneous ability info and have a smaller footprint
Skins
Rusty Blitzcrank
Fixed a bug where the hand projectile was showing up as the original color.
Updated the texture with a new coat of rust
Exiled Morgana
Decreased the saturation
Reworked the golden detailing
Adjusted aura and attack particles to fit the theme
Gamertag: Cunning Hekate // League of Legends: FeroxPA