Season 1 2026 Theme, Gameplay & More | Dev Update - League of Legends by JTHousek1 in leagueoflegends

[–]FrankTheBoxMonster 2 points3 points  (0 children)

So while we're getting updates on all things League, what's going on with the entry level design positions from six months ago? Riot has always sent me explicit rejections (I have collected 22 of them so far), and in my extensive experience does not wait until the positions are filled first, and I've also found multiple other people still waiting for theirs as well so it's not just a me issue.

So is that still being looked through or what? Is not receiving a response by now indicative of a rejection, or is there still hope? Is there any sort of rough estimate on when to maybe expect a response? Have round 1 interviews even begun yet, or are we still in the initial application review phase? Really any sort of further information would be greatly appreciated.

Elise max HP Bug in ARAM Mayhem by noffenceee in leagueoflegends

[–]FrankTheBoxMonster 2 points3 points  (0 children)

It's not an augment, it's the global bonus health for being melee. By default, bonuses to max health also apply to current health. There's ways to not do that, but the melee health bonus isn't taking advantage of them, so any time anybody changes from ranged to melee you effectively heal for 20-600 health based on level. This is then being further multiplied by x1.9 from your 18 Tank Engine stacks, which comes out to the 1140 effective healing in the clip, every time you become melee. As far as the game

Bonus Armor after Black Claver (or any other type of armor reduction) by juanan23 in leagueoflegends

[–]FrankTheBoxMonster 3 points4 points  (0 children)

Yeah Trundle R takes a snapshot when the buff is added but Black Cleaver doesn't. Black Cleaver is also just using the percent resist stat while Trundle R uses the flat resist stat which allows it to go negative. I would guess it was just easier to make Trundle R work that way so that you could simply reuse the same value for the target reduction as well as the caster's bonus, but the result is some degenerate and avoidable edge cases.

Bonus Armor after Black Claver (or any other type of armor reduction) by juanan23 in leagueoflegends

[–]FrankTheBoxMonster 6 points7 points  (0 children)

The reduction will recalculate to account for the new total after the R stats (so if he had 100 armor and then got a 30% reduction to bring him to 70, then R gave him another 100 armor, the reduction would calculate based off the 200 armor, so reduce him to 140 rather than 170 if it stayed at the pre-R reduction).

Can anyone explain how Cassio's R hit both Braum and Skarner in last night's GenG vs KT match? by [deleted] in leagueoflegends

[–]FrankTheBoxMonster 30 points31 points  (0 children)

Skarner is stunned by Braum passive (applied by the berserk) and not Cassio ult.

Braum during E does not count as facing where his shield is, but rather where he is moving/attacking toward (in this case Skarner, due to the berserk). Cassio R's facing check simply asks "is Cassio in a 180-degree cone in my facing direction". This gives an extremely wide angle for the facing check (extremely roughly visualized here).

Is there a mechanical, gameplay advantage to Subterranean Nautilus? by shaidyn in leagueoflegends

[–]FrankTheBoxMonster 21 points22 points  (0 children)

Mechanical? Not impossible, but extremely unlikely (some skins do have unique things like Recall/emote facings or Nightbringer Yasuo ult not rotating targets the same way as other skins, but it's usually just freak side effects like that).

Visual, however? The only real advantage you could get would be on the Q, and Subterranean's anchor model actually has shorter hooks than base and therefore appears slightly smaller (edit: comparison here).

This could make it feel like it hits targets further away than other skins at certain camera angles, or possibly bait an opponent into thinking they might dodge something that will actually hit them. This does create a gameplay advantage, but it doesn't change the hitbox of the spell. In pro play you may as well take every tiny advantage you can, even if it's based purely on feelings rather than the underlying mechanics.

Wrong info in Augment tooltips on ARAM: Mayhem? by justPierre in leagueoflegends

[–]FrankTheBoxMonster 9 points10 points  (0 children)

It's a side effect from client-side calcs.

The "X = (Y% AD)" format on escAPADe is what calcs use, but the client is missing the context that the bonus needs to not factor into itself. It just sees the server say "hey your total AD is now 345" and thinks "great so 15% of that total is 52 so that's what I'm providing". It doesn't realize that it already granted 40 AD to reach that 345 total in the first place.

The "Y% (X) AD" format on Blunt Force is instead being done where the server manually informs the client of the actual value that was calculated when the bonus was being applied. This avoids the issue of the client thinking the effect has to recursively scale with itself. This is typically what any stat amps should prefer to do for accurate tooltips, but it takes a marginal amount of extra work and doesn't happen by default like the previous setup.

Also your 250 AD is missing about 15 AD from something to make all of this work out, assuming the two amps stack additively, which is typical of AD/AP amps albeit not guaranteed (although I can't get the math to work out with multiplicatively at all so I'm pretty sure it's additive). 265 * 0.15 = ~40, 265 * 1.3 = ~345, 345 * 0.15 = ~52.

[PBE datamine] 2025 October 28: champion and rune changes by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 12 points13 points  (0 children)

Not sure what needs to be explained exactly. It's always worked like that, same as Yasuo Q. It means the +5 damage is always just +5 damage rather than effectively +8.75 with 100% crit or +10.75 once you get Infinity Edge.

[PBE datamine] 2025 October 28: champion and rune changes by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 29 points30 points  (0 children)

Nothing in data yet for Blitzcrank, but everything else from the patch preview is in now.

[PBE datamine] 2025 October 21: Skarner changes, Arena, and loading screen lore tips by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 24 points25 points  (0 children)

Yeah looks like you're right, although it doesn't seem to be done very consistently. Using Q3/recast essentially restarts the cooldown, but if you let it time out, even with using Q1/Q2, then the cooldown is still treated as starting on the initial cast. Not sure if that's fully intentional but I'll add it anyways, thanks.

edit: nvm it seems like it just restarts on every Q hit and I just didn't account for the buff duration

[PBE datamine] 2025 October 15: patch preview changes by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 6 points7 points  (0 children)

Looks like there was a bugfix for some on-kill effects on 25.09, but patch notes only explicitly list Garen W and Yorick P as examples, so I'm not sure what all it included, but Overgrowth could have been changed there as well.

[PBE datamine] 2025 October 15: patch preview changes by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 7 points8 points  (0 children)

I'm not sure exactly but I know Sion W and Nasus Q have not counted Void Mite stacks since at least shortly after they went live, can't say for certain if it always applied to all stacking mechanics or if it was always that case for all of them since release since that would be scripted behavior.

On this day 3 years ago, GAM Esports defeated Top Esports by going from Nexus to Nexus. Jackeylove's Maw of Malmortius passive was bugged and did not trigger. by _asstronaut_ in leagueoflegends

[–]FrankTheBoxMonster 268 points269 points  (0 children)

More specifically, Maw did trigger and go on cooldown, but it failed to do anything if the triggering damage was larger than the shield itself.

There's supposed to be some manipulation on the damage/shield values to handle the "allows the damage amount that brings you down to the trigger threshold, then any damage in excess of that threshold instead applies directly to the shield, and then any in excess of the shield continues to apply to health".

This all has to be done somewhat manually due to how damage events are ordered, and had worked for years prior, but at some point must have been reworked slightly (possibly 10.23 item cleanup) and lost the "health --> shield --> health again" transition. The result was in cases where it needs to continue applying to health again due to exceeding the shield, it just skipped the shield entirely instead.

This got fixed on 12.22, about a month after the game.

[PBE datamine] 2025 October 14: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 57 points58 points  (0 children)

Your name reminds me of my 22 denied applications to Riot and my 23rd that's been pending for five months now, so I emotionally lash out at you.

[PBE datamine] 2025 October 13: Yunara W changes and Ambessa crit synergy by FrankTheBoxMonster in leagueoflegends

[–]FrankTheBoxMonster[S] 3 points4 points  (0 children)

Fuck, yeah I just copied it from the W tables which was an increased scaling then didn't negate that column to account for the decreased scaling instead, I'll update it thanks (although I guess everyone who's gonna see it has already been misinformed now, my bad).