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:
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.
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.
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?
Also, shoutout to the Reign of Gaming forums for testing the spreadsheet for bugs.
For more of my work:
- 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