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  • published the article How does Patch 3.7 affect Caitlyn's DPS?

    How does Patch 3.7 affect Caitlyn's DPS?

    Caitlyn

    Base Attack Speed reduced to 0.625 from 0.668
    Attack Speed per level increased to 4% from 3%

    Contrary to popular opinion right now, Patch 3.7's Caitlyn change isn't a total death sentence. It's still a pretty decent hit, but there was still a buff along with the nerf. The catch is that the nerf is a little more complicated than the patch notes imply.

    Every champion in the game has a .625 base attack speed, which is affected by "attack delay"; what really happened to the "Base Attack Speed" parameter is that Caitlyn's attack delay was increased from .935 to 1.00. Riot has designed the game so that given the same items, attack delay makes some champions more suited to being physical damage carries than others.  For example, champions like Morgana and Annie (1.08 delay) will have a lower marginal damage gain from items than  Nidalee (.93) or Ezreal (.94).

    In practice, the change means that each standard autoattack will have an additional delay before the missile is released, from .625/.935 = .668 to .625/1 = .625. This change trickles down to any attack speed increases, as any increased attack percentage will be increased by the same factor as the attack delay. 

    Keep reading to find out how the AS buff + delay nerf affect Caitlyn's damage per second!

    Posted in: How does Patch 3.7 affect Caitlyn's DPS?
  • published the article VVinrar's 4-in-1 Megablog

    VVinrar's 4-in-1 Megablog

    So in case you guys didn't figure out already, not every idea can be hashed out into a full blog post. There are some brilliant ideas that can be explained in a few paragraphs or in a short YouTube video, which means that only ideas that are "the best of the best" will be given their own article. I hate having a post that is less than 1500 words or so, which means there are always some awesome thoughts that can't make it for the extra mile. So here's a bunch of them clumped together in one post, in no particular order of awesomeness:

    1. Elixir of Fortitude didn't deserve the gold nerf
    2. The difference between good players and great players
    3. Underrated and overrated champions
    4. The League system is absolute bs and doesn't reflect true skill
    Posted in: VVinrar's 4-in-1 Megablog
  • published the article Champion Guides: Gangplank Edition

    Champion Gudes: Gangplank Edition

    Yoooooo Reign of Gaming, it was my birthday yesterday and I was feeling hella lazy, so instead of making a normal blog post I decided to take a leaf out of Emeraldw's book and make an article about Gangplank. Coincidentally, I might be the most qualified person to make a GP guide because I'm 90% sure I'm the only platinum Gangplank main in North America right now.  Other top Gangplank guides are either heavily outdated (S2) or are made by low Elo players, so yeah.

    If we were to look up the stats for Gangplank, he'd probably be in the top 5 least picked bruisers in the game. Few players are scared of him, and for good reason. He doesn't win any lanes, he doesn't jungle well, he isn't a top-tier support, yet he still has a higher win rate than many popular picks. Enter one of the most underrated champions in the game. This fun guy runs fast, slows people, is almost a ranged carry, has a global ultimate, soft cc, free sustain, debuffs, good teamfights, good split push, good anticarry ability, and the potential to do 1000 damage crits at the 20 minute mark without being fed. Seriously, what's not to love about Gangplank?

    Posted in: Champion Guides: Gangplank Edition
  • published the article Lux's Early Game: CDR or AP?

    Lux's Early Game: Cooldowns or Ability Power?

    If you've been following my smurf's progress, I have been rampaging between Silver V and Gold I in the last 3 weeks (lost my first platinum promo series yesterday, hooray!). Apart from the obvious differences that come from different skill levels, I've noticed a huge difference between Bronze/Silver and Gold/Platinum player builds, especially on everyone's favorite AP carry, Luxanna Crownguard, the Lady of Luminosity. Currently picked in almost one-third of all ranked games, Lux is the go-to carry because she is both safe in lane and difficult to kill at all stages of the game.

    Despite her immense popularity at all skill ranges, I've noticed that players in the Silver range favor rushing a quick Rabadon's Deathcap, while as you approach the Gold level of play you begin to see more Tear of the Goddess and Chalice of Harmony as the first purchase. Today's edition of #VVinning seeks to investigate the superior build between the two.

    Posted in: Lux's Early Game: CDR or AP?
  • published the article Gaming on an IP Budget -- What to Buy

    Gaming on an IP Budget -- What to Buy

    Today's post may not apply to people that have been playing League of Legends for a long time, but rather for those who always seem to run out of IP.  For those who are constantly running out of Influence Points because they need to buy new runes or champions, you should pay close attention. The average summoner earns around 60,000 IP by the time they hit level 30, and many of these players jump straight into ranked. My assumption is that the average player spend 20,000 on bad purchases, which leaves around 40,000 IP for relevant purchases to ranked play. Listed in today's article is my personal recommendation/guide for those players who want to optimize the use of their IP for relevant use into solo queue play.

    Most players would recommend not jumping straight into ranked after you hit level 30. My opinion is that as long as you:

    1. Own at least two champions in each role
    2. Know how to play these champions
    3. Have the runepages to play each of these champions optimally

    You should be able to jump straight into ranked without hesitation, regardless of number of wins. Especially with the transition from the Elo system into the League system, you have less disincentives to play ranked because you won't be constantly losing Elo; instead, you're more likely to be placed into a division and league that you belong to straight out of your placement matches. This goal of today's edition of #VVinning is to show how an IP-savvy level 30 (or smurf) can jump straight into ranked and be prepared for the horrors of solo queue.

    Posted in: Gaming on an IP Budget -- What to Buy
  • published the article 10 Tips to Improve Your Elo

    10 Tips to Improve Your Elo (+$25 RP Contest!)

    It's been a while since I (or anyone else at Reign of Gaming) has made a tip list, so I thought we'd return to this classic format in today's edition of #VVinning. In League of Legends, you can win through skill or through the intangibles. Actual ingame skills like reaction times, positioning, and last hitting are key, but there are also non-skill factors; good champion selection and a level head will exponentially increase your chance to have a good game.

    Today's list of tips take into account both of these things. Enjoy, and remember to read through the end of today's article for a chance to win $25 in Riot Points!

    Tip #1: Don't rage (and keep a thick skin!)

    The first tip of the day is rather simple. We've all seen the loading screen tips: if you flame one of your teammates after a mistake, you're more likely to lose. If you want to win the game, do not lower the morale of your team by arguing or making fun of their mistakes, no matter how bad they are. Even harmless comments can be taken offensively by someone who may already be angry from dying, and commenting on other players' mistakes is probably the worst thing you can do if you want to improve your rating. People have feelings, and if you hurt those feelings you are less likely to take home a win.

    The converse is also true: if someone is verbally abusing you, the best thing to do is to keep your mouth shut and not respond to the ragers. Even if you cannot keep a level head, responding to verbal abuse will increase the likelihood of future negative comments. Don't blow off steam on other players. Instead, ignore or mute, and keep the emotions inside.

    Remember, actions speak louder than words. If you make good plays later on the game, people will probably stop harassing you. Keep morale up: don't rage, don't respond to rage, and ignore negative comments. Do all of these things, and increase your chances of winning.

    Posted in: 10 Tips to Improve Your Elo
  • published the article Is League of Legends the e-NBA?

    Is League of Legends the e-NBA?

    A couple of days ago, I was reading a post by our eSports guru Tuck and a thought occurred to me: "Man, this guy loves comparing League of Legends to basketball." I mean, the guy practically writes an article comparing a recent event in LoL to the NBA at least once a month. And then when I thought many more thoughts about this thought I just had,  I realized that out of any traditional sport, the professional League of Legends scene most closely resembles that of the National Basketball Association in image, structure, and execution.

    For those of you who don't follow basketball, I'll try to simplify my comparisons, but I think you'll find that there simply too many parallels between the sport and eSports to ignore.  While MLG isn't a Riot-controlled organization, there are some striking similarities between the NBA and MLG logos...

    red, white, and blue: not just the colors of the American flag
    Posted in: Is League of Legends the e-NBA?
  • published the article Is Riot Trying to Revert the Metagame?

    Is Riot Trying to Revert the Metagame?

    • +20 attack damage
    • +40% attack speed
    • +40% armor penetration
    • +25 attack damage
    • +40% attack speed
    • +15% lifesteal

     Compare the statistics of the two items above: do the statistics look familiar?

    If the answer is yes, you've probably been playing since at least Season One.  The item bonuses on the left hand side are those of The Last Whisper circa fall 2010, and the item bonuses to the right are those of Blade of the Ruined King right now.  The Last Whisper of a few years ago was reworked to its current version in December '10.  The reason cited by Riot for the rework was that Last Whisper was too good of an offensive option. As a carry, you were going to buy LW at some point in your item build because it simply gave too many good offensive stats.  Once you had some basic attack damage, all you had to do was build a LW for instant attack speed and armor penetration to win a game, in addition to some free attack damage.

    I see some parallels between the Last Whisper of S1 and the Blade of the Ruined King of today.  Like Last Whisper, BotRK gives too many useful offensive stats: increased damage output and increased survivability.  While the stats given aren't pure offensive like with LW, it is too easy to take advantage of all the stats given, especially when you factor in BotRK's unique passive giving a free heal and movement speed.  At some point in the game, it becomes worth it for most AD carries to buy BotRK to kill tanky enemies, which makes it very similar to the role played by the previous Last Whisper.

    The return of items that look similar to reworked/removed items from Season One is not isolated to the LW/BotRK combination. Many of the items that have been recently buffed or added for the recent season show alarming similarity to those removed in Season One and Two.  More of these items are inside this post.

    Posted in: Is Riot Trying to Revert the Metagame?
  • published the article All About Baron Buff!

    All About Baron Buff!

    So the other day, I was looking through some old posts for inspiration and I realized that nobody has really valued the worth of baron's buff yet on Reign of Gaming.  Almost universally, players recognize that killing baron for his buff, also known as Exalted with Baron Nashor, can completely change the fate of a game.  A team that is seemingly winning at the 30 or 40 minute mark can easily have its fortunes reversed if baron is taken, and a baron steal can seal the end of a game.

    Today's post investigates, among other things:

    1. The gold efficiency of Exalted with Baron Nashor.
    2. How long does it take to solo Baron Nashor.
    3. How to 'easily' counter Baron buff.

    More after the jump!



    Posted in: All About Baron Buff!
  • published the article Overpowered: Perception vs. Reality

    Overpowered: Perception vs. Reality

    Since the beginning of Season 3, we've seen a number of trends of rushing certain overpowered items. The key culprits in these 'Rush the OP' trends have included The Black Cleaver, Warmog's Armor, and Blade of the Ruined King, and now (potentially) Randuin's Omen. These fads while sometimes justifiable also highlight a disturbing trend. Community perception of 'too much power' is often misguided in that we claim something is OP and then loudly complain about it without finding the logical counter to that problem.

    While statistical data is important when balancing (especially for PBE), it isn't used as the sole decision maker in balancing decisions. Riot has confirmed to us that game balance is partially decided by player perception of power rather than the champions/item's true power. With that statement, we also have an implication: has anything ever been buffed or nerfed when it shouldn't have been?

    Posted in: Overpowered: Perception vs. Reality
  • published the article The Fallacies of Item Efficiency

    The Fallacies of Item Efficiency

    It's come to my attention in recent months that the theories of "item efficiency" and "gold efficiency" are making a resurgence in popularity among League of Legends fans as well as theorycrafters. With this tick in interest, I've also seen many new problems rise in the system, which is what I want to talk about today. A lot of people are using the system (as I see it) incorrectly, and thats leading to many misleading assumptions in itemization theorycraft. No graphs, no charts, just a discussion of what I think are the merits and flaws of this system.

    First, let's hit a quick review of the history of theorycrafting and gold efficiency. Strategizing the best way to play a game, also known as theorycrafting, has been in existence as long as games have existed, whether it be finding the fastest way to beat Super Mario Bros. or how to stay alive playing Pac-Man. But that was just the beginning -- the game that became best known for in-depth theorycrafting was World of Warcraft -- from its reputation, calculations in League of Legends don't even come close to the math needed to calculate DPS output in WoW. Despite it being complex, we should give credit to Warcraft for making it possible for having sites with dedicated theorycraft -- such as Reign of Gaming -- be popular in the present day. Theorycrafting, since that time, has grown from a niche interest to a word commonly used in gaming lexicon.

    Posted in: The Fallacies of Item Efficiency
  • published the article Gimmick lanes - arguments for and against, by TehLlama42

    (This is a guest post and its views do not necessarily reflect upon those of Reign of Gaming staff)


    If you've played League for long enough, it's a safe bet that you've encountered the cheesy goodness that is a gimmicky lane. There will always be arguments if strategies such as these are simple cheese strategies, or if there is a bit of skillful play combined with being in a contra-meta strategy being employed, but if you are concerned with winning, these must be considered overall as an attempt to gain a temporary advantage in game.

    So what exactly is a gimmick lane or a gimmick team composition?

    The definition of what qualifies as a gimmick will vary from individual to individual, but some general themes are generally quite common. These often revolve around crowd control, but sometimes simply involve use of AoE abilities, shield and revive mechanics, installing a champion or two somewhere unexpected, or building one or more champions in a very unconventional fashion. There are also varying degrees of this, from running an all-support composition in a blind-pick match (pretty troll-heavy), to simply abusing certain AoE wombo-combo setups in serious games. Obviously there are different applications to each of these ideas, but the goal is to destroy the opposing team's nexus first, I feel that some serious evaluation is in order.

    One of the next logical questions from a theorycrafting standpoint is this:
    Is it true innovation, or just novel application of a champion better known for performance elsewhere?

    Posted in: Gimmick lanes - arguments for and against, by TehLlama42
  • published the article Early Game Builds: What Is Best for AD Carries?

    Early Game Builds: What Is Best for AD Carries?

    In last week's edition of #VVinning, we investigated the damage output of mid-game and late-game builds with a damage analysis of the buffed Blade of the Ruined King.  Today, I thought that we could take a small step back and look at the damage output of the early game before we have enough gold to get a major item.  If you remember what we found last week, the damage output from rushing an Infinity Edge over a Bloodthirster or Blade of the Ruined King did not change much by the items that you built first.  

    But before you get to your first big damage, there are a lot of item choices to be made.  Your damage output will vary depending on what you build, and among the good item choices there are also many bad ones.  Should you rush a vamp scepter into a Zeal?  Is a Doran's Blade enough?  Will these items give enough of an early game advantage to delay that Bloodthirster?  Or should you go for that big item right away?  Keep reading to find out!

    Posted in: Early Game Builds: What Is Best for AD Carries?
  • published the article Damage Analysis - Blade of the Ruined King

    Damage Analysis - Blade of the Ruined King

    Welcome back to the Thursday edition of #VVinning!  Last week, I released an interactive model for calculating the damage of AD Carries and since I'm pretty proud of my final product, I thought I'd make a few posts in the coming week based on what we get from the model.  Today's post will be examining Blade of the Ruined King and when it is beneficial to build a BotRK against tanky champions as an AD carry.  You should be able to recreate all of the damage results in the public release of the spreadsheet while the graphs inside are from a modified private version that I use myself.

    With the patch 3.02 buff to Blade of the Ruined King (40 AD -> 45 AD, 4% -> 5% current health passive), we see some interesting interaction.  Previously, BotRK was generally limited to being a bruiser item...but now, it looks like a viable and optimal offensive item on AD carries.  Although much of the information within this post could also be used in the context of optimizing AD Carry damage, the primary focus is on Blade of the Ruined King.  Read on for the mathcraft!

    Posted in: Damage Analysis - Blade of the Ruined King
  • published the article Giving Back to the Community: VVinrar's ADC Spreadsheet

    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

    Posted in: Giving Back to the Community: VVinrar's ADC Spreadsheet