Giving Back to the Community: VVinrar's ADC Spreadsheet
Last week, I made a post talking about how there aren't enough people making quality content in the theorycrafting community. Between the statements that I've been sucking recently and the actual constructive comments, one of the prominent points of discussion concerning that post was that there simply wasn't enough central information to do work with -- most math in League is relatively straightforward, but there are no publicly available models for League of Legends players to use for AD carry calculations, which is the most complex math in the game. So since the weekend, I've been working on an Excel model to help you guys out: with this spreadsheet, you can calculate how long it takes to kill an enemy with different offensive and defensive items. The link to download the spreadsheet is below, and I'll walk you through a guide on how to use it inside this post.
VVinrar's AD Carry Spreadsheet can be downloaded at:
www.dropbox.com/s/ncmaah7b9zyvv3u/VVinrar%27s%20ADC%20Spreadsheet%20v1.0.2.xlsm
How do I use this thing?
Personally, I think the spreadsheet is pretty self-explanatory. But then again, I made the entire damn thing. Hopefully, you won't get lost after reading this guide and you'll have all the tools to do your own math (and possibly make some cool theorycrafting articles). I'll also answer some questions you might have along the way.
Step 1: Pick your champion matchups
This is the part where you choose which champion you want to be, and who you want to fight. In most cases, the AD carry you choose doesn't make a huge difference since they have similar attack delays and scaling, but I wanted to make the option available. The part you should be paying attention to is the enemy champion, since health and armor scaling change greatly between classes of champions. A Caitlyn/Cho'Gath matchup is enabled by default.
Hey VVinrar, why can't I kill Teemo?
Well, putting in champions wasn't a huge priority while I was making this, and it slipped my mind. You can change the champion base stat parameters between cells I4 and J10 if you want to put in Teemo's base stats.
Why can't I be AD Anivia?
Same answer as above. I've tried to put in every 'viable' AD carry, but if you want to put in a custom champions, do it yourself.
Step 2: Runes
Here, you pick your runes. I've made it so you can only pick one set of each rune (so you won't have 500 AD quints on), and I've also included most commonly used offensive runes into the mix. I've given +15 AD offensively and flat stats defensively by default.
Why can't I choose any offensive seals?
Because armor, that's why.
Why are there only have a few runes to choose from?
When using online champion builder tools, I always got overwhelmed by the number of irrelevant choices given. Because of this, I've only put in the essential. I highly doubt you want to use scaling armor seals, anyways.
Step 3: Levels and Masteries
This part is relatively straightforward. Input your level and your enemy's level, and then click off all of the masteries that you want to have on. By default, I've enabled all of the offensive and defensive masteries that are relevant to damage calculations. I would recommend leaving all of the offensive masteries to defaults, and change the enabled defensive masteries depending on the champion you are.
Why is Frenzy crossed out?
Frenzy was not put into this for two reasons: (1) It would be a nightmare to code in (2) Due to the way I developed the damage formula, it would be difficult to pinpoint the damage value of the mastery given the random chance of the mastery. While random critical strikes provide a one-shot bonus, Frenzy provides a multiplicative stacking effect that screws around with attack speed calculations.
After inputting your champion, rune, and mastery choices, you should see something that looks like this:
What is the VVinrar Coefficient?
It is *definitely* an indicator of your ability to kill your enemy, and definitely NOT a random equation I put in because I was bored.
Why is there no health regeneration?
Hindsight is a b*tch, and it wouldn't matter that much anyways.
Step 4: Items
This is the fun part. You get to customize which items you use, and see the effects of everything! Most item effects have been programmed in with a few exceptions that I've detailed below.
By default, I've put in an IE-PD-LW build on Caitlyn, and a RoA/Shroud, Bulwark on Cho'Gath.
Does everything work?
To the best of my knowledge, all the items function as intended. The only exceptions are:
- Offensive items: Trinity Force damage does not include skill procs. SotD has been disabled because it usually reduces DPS.
Edit: I might have forgot to include Statikk Shiv's passive, but it doesn't make a big difference -- maybe 1 autoautoattack faster to kill. - Defensive items: Hexdrinker's magic damage shield has not been coded in. Additionally the Warden's Mail/Randuin's Mail passive has not been included (I realized it was broken at 10pm last night and accidentally broke everything when I tried to add it), just assume it takes 20% longer to kill than it says.
Why can I select more than 6 items?
Just in case you wanted to screw around, I didn't want to limit your choices. Note that while item caps are not in, CRIT/ASPD caps are.
Step 5: ???
Magic happens here.
Step 6: Profit!!!!!
Read numbers, gain knowledge, profit.
What the heck is true value, and why is it different from the other number?
Basically, true value is the average amount of time it takes to kill your enemy based on DPS, and is not an exact value -- for example, Executioner gives a flat 2.5% damage increase in the true value formula, while it works as designed under the actual kill time. The actual kill time (9.97 in this example) is the actual time it'll take to kill your enemy based on the number of autoattacks, and is much more accurate. Note that true value and actual kill time may deviate in value if temporary ASPD modifiers are thrown in.
Are champion skill damages calculated in?
No, I didn't feel like dealing with what-if scenarios and arguing with you guys about values on the first release of this spreadsheet, since I anticipate that my formulas will be scrutinized by the community. Champion skills (and therefore Triforce procs) may be added in the future if people are interested, and after I'm 100% sure that everything coded in is done correctly.
What are these graphs, and why do they matter?
I was bored, and they looked cool. They don't really do anything, but they do change as you change variables.
Other Questions:
OH GOD, YOU MISSED X. I'M NEVER READING YOUR POSTS AGAIN (people actually say this).
Instead of bitching about mistakes that I made, how about telling me so I can fix it? Leave a line in the comments or email me @ VVinrar@ReignOfGaming.net. I've had a couple of 'beta testers' look at this, but obviously they probably didn't catch all of the bugs and there still might be a few in here.
Can I modify this?
Go ahead, do whatever you want. But if you're just fixing an equation, I'd prefer you contact me and tell me what is incorrect so it'll be fixed for everyone, not just you. If you want to add your own features and release your own version, go ahead, but please give me credit.
Why doesn't it work?
You need to have a macro-enabled version of Excel (2007 or newer). OpenOffice doesn't really work, sorry.
How long did it take you, and why isn't X feature in?
Believe it or not, I don't spend all of my free time writing posts for Reign of Gaming. I have real life obligations, too. If a certain feature isn't in, it's probably because (1) I forgot (2) I was lazy or (3) I didn't have enough time. If I can spend a dozen hours with no prior experience and make this spreadsheet, I'm sure YOU can take an hour out of your day to theorycraft and make a quality post about the game. Please do it, we need more quality League content.
For some reason, I missed the download link at the top. WHERE CAN I GET IT?
https://www.dropbox.com/s/ncmaah7b9zyvv3u/VVinrar%27s%20ADC%20Spreadsheet%20v1.0.2.xlsm
Also, shoutout to the Reign of Gaming forums for testing the spreadsheet for bugs.
For more of my work:
- Like me on Facebook: facebook.com/VVinrar
- Follow me on Twitter: twitter.com/VVinrar
- Climbing Mt. Elo Hell (ranked games blog): vvinrar.tumblr.com
- #VVinning (RoG blogs): reignofgaming.net/tag/vvinrar
- Item Efficiency Spreadsheet at bit.ly/s3items
To contact me, come to the "A DIFFerent View" chatroom (NA) or drop a line at VVinrar@ReignOfGaming.net

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Posted 2/20/2013 8:56:44 PMHmm. I really like this, and I also like...experimenting...with things. I've managed to discover how to edit the macros (and could probably reverse engineer how to design them), I've uncovered your hidden "Do not Touch" sheet, and I've gotten around to adding a few extra options. I want to add the TT, Dominion, and Proving Grounds-exclusive AD items to the item list, but I am relatively new to Excel macros (as in "I explored the macro menu, traversed the cell chart to find out where things led, etc.") would really like your help navigating the algorithm you used...think you could show me a few tips and a general roadmap of the guts of the spreadsheet?
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Posted 2/8/2013 2:54:57 PMHi people, started reading RoG about 3 weeks ago, I think it's a great source of information and I enjoyed reading latest articles, especially the ones related to theorycrafting. So, I finally decided to go into next step and register, to become a little part of this.
Thanks for the spreadsheet, I can't download the excel at the moment, but I think I have an idea about how to go over the frenzy mastery problem.
The idea turns around the concept of return period, the average time it would took to get the "proc" from frenzy asuming an infinite amount of experiments. This return period (RP from now on) is calculated RP= 1/(atacks per second* Critical strike chance).
We can consider than from the instant t=0 from t=RP0 frenzy is off, and at the time t=RP0 frenzy procs, increasing AS by 10%.
Next we have to look at RP1 (RP1 means the RP, with the frenzy buff +10% AS activated, RP0 means the RP without the buff). If RP1 < 2s then we asume buff last forever. This is not correct at all, but i think this is better than nothing.
If RP1 > 2s we will have frenzy buff up from t=RP0 from t=RP+2s, down from t=RP+2s to t=RP0+ (F(RP1). And now the cycle restarts from this same point.
(F(RP1) would be a function of RP0 and RP1 which representates how easy is to proc frenzy in the first 2 seconds (RP1) compared to proc it in the next ones. Maybe could be something like (2RP1+RP0*(RP0-2)) /sqrt (RP1*RP0).
For introducing this into excel i don't know if there is something easier, but you could use auxilliar cells; a good amount of them in fact. But since fights don't last hours, I think its doable to split the damage formula into a colunm called damage increasing whose rows represent intervals off frenzy being on and off.
It's long since time I wrote some of walls of text :P. I would really like to have a replay from you, VVinrar.
PD: English is barely my 3rd language, I'm sorry if your eyes hurt yourself but I tried to speak as good as posible.
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Posted 2/8/2013 12:35:21 AMOoo err I was constructive eh? ;) Do have to say though, great job man, this is exactly the kind of thing that empowers the readership base of RoG and should encourage more readers to become theory-crafting participants. I look forward to seeing how people use this and what they find out.
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Posted 2/7/2013 10:54:29 PMhttp://i.imgur.com/7rBIVvg.png
Little something i am working on, off course if VVinrar is ok with me more or less ripping his math off the excel spreadsheet (Compensation: I can take in account damage from skills, doing it on the spreadsheet would be a PITA) - If VVinrar is not ok (:() i can cook up my own theorycrafting for a basic version and then opensource the thing on github so anyone can help.
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Posted 2/7/2013 4:35:37 PMIs Kog'Maw's W applied?nevermind "does not include damage from skills"
but that leaves another question, what about corki's passive and Kog'Maw's q attack speed? are those and other passives applied?
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Posted 2/8/2013 6:56:46 AMNo. This is just base stats, runes masteries, and items. Abilities are easy enough to add on your own that this shouldn't be a problem.
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Posted 2/7/2013 4:24:32 PMThis is amazing. Great job!
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Posted 2/7/2013 3:13:47 PMAwesome, just awesome. So much work, just to help your "business rivals".
Love your work. Woudl love im ore people would be so pationated about League
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Posted 2/7/2013 3:05:26 PMIs it possible to upload this to Google Spreadsheet? It would be nice to have a workable version online.
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Posted 2/7/2013 2:22:25 PMI like the comment on SotD; I keep getting people asking about SotD, but the base stats on it are so bad that the active basically catches you up; the only person I could see it being remotely viable on is Twitch...
I'm not positive, but I think you should have to increase the kill-time 25%, not 20%, to account for Warden's Mail.
And I hear you on the skills/omg you messed skills up thing. It's part of why, to this day, I've yet to do anything about Draven, because I'd have to be delusional to think it represented the game...
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Posted 2/7/2013 3:56:13 PMThat part about draven is so true. I have so many theoretical builds for draven where I can one or 2 shot people in ideal circumstances, but I know that those never happen in a real game. Its a damn shame. lol
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Posted 2/8/2013 12:31:53 AMThe more I think about it and the more I've tested I now firmly believe SotD has no place on ADCs, even Vayne. As you rightly state, it simply catches you up to the DPS you could have been doing if you took another AS item.
What I think SotD is good for though... AD casters/assassins. If you think about it, most AD casters can get an auto-attack or two into their combo and they all love stacking AD/Armpen and doing sick amounts of burst damage. SotD gives them even more burst when they really need it and for the rest of the time it gives a bit more AS to help with split pushing / clearing camps. Try it out on Zed/Talon with BT/LW/BC etc and see what you think.
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Posted 2/8/2013 1:52:35 AMI agree; I think I even had said as much in a previous article :P
I think it's bit on the gimmicky side, but it can be good.
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Posted 2/8/2013 6:55:18 AMThe real problem is that you need to weigh the benefit of 3 guaranteed crits, vs the extra damage that another damage item could grant. more often the item slot is better used on a damage/defensive item. To fill the items role properly it needs to grant some stat like cdr, health, or AD even when its on cooldown.
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Posted 2/7/2013 2:09:05 PMvery nice. i also do a spreadsheet of my own. i like the click and pick approach you're using. mine isn't so user-friendly. i'm wondering whether u get similar results to my findings. check this out: http://na.leagueoflegends.com/board/showthread.php?p=33917205
Data presented there has been outdated since in that post I didn't use some variables, but the general finding should be the same.