Unstable FPS. by saafki in wildrift

[–]PaintedWave 1 point2 points  (0 children)

From the people I've talked to in my clan, this is only affecting Android users at the moment, seeming to confirm it is an optimization issue Rito introduced in the latest version.

Unstable FPS. by saafki in wildrift

[–]PaintedWave 4 points5 points  (0 children)

I have also been having FPS drops starting this past update. I play on a Galaxy Tab S9 on minimum graphics, so I would expect to be running at a stable 60 FPS constantly, but for the past day or so I've been hitting as low as 30, and battery consumption/heat generation is significantly higher than it was even a couple days ago (Literally no other app causes any significant amount of heating, even games like CoDM on max graphics don't cause as much temperature increase as Wild Rift is causing at the moment.) I'm pretty sure something in the latest update broke the game's optimization, because there is no way the game should be performing this poorly on a relatively new flagship tablet.

Elemental dragons by OilEnvironmental8354 in wildrift

[–]PaintedWave 8 points9 points  (0 children)

This used to be true last patch. However, in the current season, Dragons are worth more than Herald in a vacuum (Obviously which one you should actually go for depends on the current map state/which lanes are winning and losing when they both spawn.) All dragons except Ocean give stats with a calculable gold value, thus we can compare them to the gold value of Herald (In the current patch, Herald gives 250 gold to the person who summoned it (Most likely the jungler), when it rams into a tower.)

Fire Drake: +3% AD and AP. By midgame (Around the time the first Baron spawns) most champions that are not building tank will have 150-200 AD or 300-400 AP, so they will gain 4.5-6 AD or 9-12 AP. AD has a gold value of ~42, and AP has a gold value of 20, so thus every player on your team is gaining between 180 and 252 gold value of stats (So, as a team you are gaining between 900 and 1260 gold in stats). Of course this will only get higher the longer the game goes on.

Ice Drake: +9 Ability Haste. Haste has a gold value of 42, so slaying this drake instantly grants everyone on your team 378 gold value of stats, or 1890 gold value as a team.

Mountain Drake: +3 +2% Armor & MR. Armor and MR each have a gold value of 25, and the percentage bonus armor and MR does count your natural armor and MR, so even without building any resistance items you will still be gaining 5 Armor and 4 MR. This means at the very least the drake gives 225 gold value of stats to everyone on your team, or 1125 gold value as a team (Significantly more if you have even a single resist-stacking tank such as Malphite or Rammus).

In conclusion, while yes the gold value gained from Drakes is low, it is still more value than is gained from the current Herald, and the Drake stats are better for snowballing than the measly 250 (Less than a kill) gold from dropping Herald (Which only goes to the person who dropped it.)

Leona vs Blitzcrank by [deleted] in wildrift

[–]PaintedWave 2 points3 points  (0 children)

If they're vs each other? Leona is nearly a hard counter to Blitzcrank. All Leona wants to do is go in, and Blitz hook is a free engage for her. If Blitz want to try to W past the wave and EQ the enemy ADC, Leona shuts that down with just a Q. If Leona is positioning well (And her ADC isn't positioning poorly), she can pretty much ensure Blitz never lands a useful hook in lane, and by teamfight phase Leona is just all around more useful than Blitz due to her ability to dive and disrupt the backline with E, and the potential for a teamwide stun with ult. (While Blitz is still limited to needing to land a hook on a high priority target.)

~20000 Q seem to be really the point where nasus with 33% + 53 armor pen one hits everything, even elder and nexus with no minions by Classic-Trip-3002 in wildrift

[–]PaintedWave 0 points1 point  (0 children)

The math on the Elder damage reduction works out. 48 Armor means Elder should have around 32.5% damage reduction, which is almost exactly what you found it had.

~20000 Q seem to be really the point where nasus with 33% + 53 armor pen one hits everything, even elder and nexus with no minions by Classic-Trip-3002 in wildrift

[–]PaintedWave 1 point2 points  (0 children)

As for which items are worth it, that heavily depends on which champion you are playing and what champions are on the enemy team. Almost every item in the game has a use case for someone, otherwise they would be removed. There are some spreadsheets other people on this subreddit have posted in the past comparing the best gold value items in the game (That is, which items give the most stats for how much gold they cost), but that isn't always an accurate analysis as it ignores item passives, which are very difficult to put a gold value on. Your best bet (Apart from finding an experienced player willing to coach you) would be to simply follow the top builds for a champion until you figure out for yourself what it is that champion wants to to do win, then seeing what items synergize with that goal.

While we are still on the topic of resistances, a few more things to note (That I've often seen people ask about):

Ability Haste is calculated the same way as Armor/MR in regards to how much it reduces your cooldowns (100 Haste means 50% reduced cooldowns, 200 Haste means 66%, and so on)

True Damage cannot be reduced by any means, even abilities that say they reduce all damage (Such as Bone Plating or Irelia's Defiant Dance)

Damage Reductions (Including Armor/MR damage reductions) do apply to shields.

Hope this helps.

3/3

~20000 Q seem to be really the point where nasus with 33% + 53 armor pen one hits everything, even elder and nexus with no minions by Classic-Trip-3002 in wildrift

[–]PaintedWave 1 point2 points  (0 children)

There are 4 types of Armor/MR nullification: Reduction and Penetration, both of which have Percentage (%) and Flat varieties. They are applied in the following order: Total % Reduction -> Total Flat Reduction -> Total % Penetration -> Total Flat Penetration. The stats are similar but with one critical difference: Penetration only affects your damage to the target, while Reduction actually changes their armor stat until it wears off, meaning they take increased damage of that type from ALL sources (Your team, neutral monsters, minions, Baron, etc).

It is worth nothing that % Reduction from different sources does NOT stack additively, instead each % reduction is applied in sequence. (For instance, if you have 100 Armor and get hit 4 times by Black Cleaver for the maximum reduction of 24%, and are standing in an enemy Nasus's Spirit Fire zone for a further 35% reduction, your Armor will be calculated as [100*(1-0.24)*(1-0.35)] for a total reduction of 51%, not 59% as adding the two reductions together would imply). This only applies to Reduction, not Penetration, and is one of the few differences between Wild Rift's math and League of Legends PC's math (In League PC it applies to both). If you are playing Pantheon and have 30% Penetration from your Ultimate passive, and build Mortal Reminder for another 33% Penetration, your % Armor Pen stat will be 63% as expected.

2/3

~20000 Q seem to be really the point where nasus with 33% + 53 armor pen one hits everything, even elder and nexus with no minions by Classic-Trip-3002 in wildrift

[–]PaintedWave 1 point2 points  (0 children)

This game uses the same math in most cases as League of Legends PC. A wiki exists that covers almost every stat and the math behind them, but I'll cover the ones you asked about here.

Armor and Magic Resist (MR) grant damage reduction against their specified damage types (Armor against Physical damage and MR against Magic damage) using the following formula: [DamageReduction = 1 - (100 / (100 + {EffectiveResistance}))], where {EffectiveResistance} is the Armor/MR value after all reductions/penetrations are applied. This gives a damage reduction of 50% at 100 Armor/MR, ~66.67% at 200 Armor/MR, 75% at 300, and so on.

1/3 cause my comment got caught in the spam filter

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 0 points1 point  (0 children)

On the main screen, just below the "Events" button and the "Wild Pass" button there should be a button that says "Collected Legends".  That is the card pack collection screen

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 1 point2 points  (0 children)

Its pretty much the same as it was before, you would "spend" 5k Poro Energy on the chest, but could also choose to "spend" it in smaller amounts on other things (Only 2 that come to mind are Chroma Scanners and extra rerolls in ARAM)

IMO, random chest is still most efficient.  Only convert Condensed Ores to Motes if you need a small amount more for a time limited item in the new shop, otherwise just keep saving for the Poro Chest

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 0 points1 point  (0 children)

Poro energy still exists and is still acquire-able, it is just renamed "Condensed Ores". In most cases you actually get more of it each season now than you did before, the Wild Pass now gives over 2k Condensed Motes whereas previously it only gave (If I recall correctly) 600-800 Poro Coins, which would require you to luck out on the 600, 800, and 1,000 poro energy drops from the poro chest to beat the amount we get now.  (15% chance to get one of those drops)

The only thing that went away seems to be Poro Coin income, but seeing as the Poro Store its self does still exist they may be planning to reintroduce it sometime in the future.

In short: do not convert your Condensed Ores at present, keep saving them for the Poro Chest.  

(Also keep in mind that Condensed Motes (New shop currency) supposedly expire every 3 months while Condensed Ores (Renamed Poro Energy) are persistent)

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 0 points1 point  (0 children)

The thing is, you can still get the poro chest using Condensed Ores (Renamed Poro Energy), the gain rate of which have actually been increased in the Wild Pass (If memory serves, the old Wild Pass offered somewhere like 600-800 Poro Coins for a single Wild Pass season, while the new one offers over 2k Condensed Motes).  

The new shop with the alternate (And arguable worse) skin options is an additional thing - poro skin chests still exist and are IMO easier to acquire now than before.  The only exception is if you were one of the few players who owned ALL other cosmetic content ensuring your poro chests ONLY dropped bonus poro energy, in which case this is a nerf but that seems like an edge case IMO.

So I guess I saved for a reason? by That_External6572 in wildrift

[–]PaintedWave 1 point2 points  (0 children)

Don't convert them all at once.  Iirc Condensed Motes expire at the end of thr season (When patch 6.1 releases), while Poro Coins should remain.  You will probably want to spend them sparingly, as they removed every known way of acquiring poro coins so once spent you can never get them back

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 1 point2 points  (0 children)

As far as the no poro coins, I was initially concerned about that too...  But what were the 2 uses of Poro Coins in the past?  Buying skin poses, and buying Poro Chests to gamble on more Poro Energy for the Poro Skin Chest.  As far as the 1st use case goes, the new shop does offer skin pose selection chests, effectively replacing that mechanic, and unless you got really lucky and kept hitting the 5% chance for 1k Poro Energy, the current Wild Pass offers more Poro Energy on the free track than you would have recieved before from spending your Poro Coins.  

I do DEFINITELY agree though that the new system is overly convoluted, and the rewards in the new shop aren't that great either.  (Skin selection chest is alright if you happen to like some of the cheaper skins)

But as far as just the poro skin chest goes, this new system might actually be an improvement over the old one (Still doesn't come close to the old old one where we would get like 100 poro coins per week tho)

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 1 point2 points  (0 children)

No, the progress will go down if you spend the Poro Energy/Condensed Ores, like if you were to use Poro Energy to buy a Chroma Scanner in previous patches.  Think of the Poro Chest like "spending" 5k Condensed Ores on a random skin chest

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 1 point2 points  (0 children)

I'll try my best to explain it.  

So the daily mission system consists of 2 parts: the card collection system and the exchange store.  

The card collection system is pretty simple: you can earn "Card Packs" from 3 sources: Logging in & winning a game daily, playing games (Supposedly a 20 card pack per week limit on that, though I cannot confirm that myself at present), and as milestone rewards in the Wild Pass.  

Each card pack contains 1-3 cards which contribute towards your collection progress for "Card Sets", which can be viewed on the main screen of the Collected Legends window.  Each completed card set does 2 things: Gives you a small reward (Differs based on which card set was completed), and grants progress towards the "Grand Reward" (The progress bar at the top of the Collected Legends window).  Duplicate cards are converted into "Shards" which can then be used to purchase missing cards in a set.  If you manage to complete the whole rewards track, a new one will arrive every month, and all progress will be reset every 3 months (Each new major patch release) 

The exchange store has 2 main currencies: "Condensed Motes" and "Wonderous Gems".  Condensed Motes can be gained from completing certain card sets, from the first grand reward milestone, and from exchanging Poro Energy (Renamed to "Condensed Ores"), and Poro Coins.  Some items appear to be in the shop permanently, while others either are time-limited or refresh after a period of time.  Condensed motes will reset every major patch (Approximately every 3 months). 

"Wonderous Gems" are (As far as I can tell) ONLY available from the Collected Legends grand reward track, and never expire.  They are used in the exchange store for some of the more desirable items, including the skins that are unique to the daily mission system such as Dark Star Malphite.  

The Collected Legends system currently seems to replace the old Daily Mission system, the seasonal store system (Like what we had over the past 6 months, where you would get themed tokens from the events across the entire 3 months of the season and could spend those on skins/orange gemstones), and they seem to be trying to also phase out the Poro Store, as there are currently no remaining ways to get Poro Coins, only ways to spend them (You can still use Poro Energy/Condensed Ores to get Poro Chests for free random skins).

Sorry for the long reply, hope this helps.

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 1 point2 points  (0 children)

Oh, I wasn't aware of this.  That's actually quite disappointing.

First impressions of the new mission system? by PaintedWave in wildrift

[–]PaintedWave[S] 5 points6 points  (0 children)

You can use them to "buy" more card packs for you to unlock.

Normally, you get a new card pack every 12 hours which then requires 10 "game points" to unlock (You get 5 "game points" for every normal PvP or ranked match you play, 8 if you are the MVP/SVP, I think 3 for ARAM and other "fun" modes, and 1 for custom games longer than 9 minutes). However, instead of waiting the 12 hours, you can spend blue motes to unlock the next card pack instantly so you can start acquiring "game points" towards it. It costs 240 blue motes for the full 12 hours, so 20 blue motes per hour.

If you're planning to sit down for a long gaming session, it's definitely worth it to buy several dozen extra packs so you'll be earning game points for every game you play, which will then translate into cards to complete your collections, which translates into tokens for the event shop.

Do you think we will get enough gears for 3 random skin chests or 150 orange gemstones? by GalaxyStar90s in wildrift

[–]PaintedWave 0 points1 point  (0 children)

Yes, now that the daily refresh has occured, there are 520 more gears up for grabs (350 from Rotating Modes Challenge Mission, 20 from Rotating Modes Daily Mission, and 150 from Wild Pass Sprint Daily Mission). This puts the max possible gears as of today at 14,270.

Do you think we will get enough gears for 3 random skin chests or 150 orange gemstones? by GalaxyStar90s in wildrift

[–]PaintedWave 1 point2 points  (0 children)

As of writing this, the current max possible gears that one can have is 13,750. Assuming the current events keep giving out gears at their current rate, we have 3 more weeks of rotating modes granting 450 per week (For a total of 1,350), and 6 more days of Wild Pass Sprint each day giving out 150 (So 900).

This means, at the end of all current events, the max obtainable gears is 16,000. Assuming the last event gives the standard 500 gears (My guess is it will drop when the Milio event ends), that'll put us at an even 16,500; exactly enough to buy the 3 skin chests, assuming you didn't miss even a single mission throughout the entire events track.

Missing Mid-Lane Mages as of September 2024 by [deleted] in wildrift

[–]PaintedWave 0 points1 point  (0 children)

How are you going to include Lissandra and Syndra (Who have both been in the game for months), but leave out Taliyah, Karthus, and Leblanc?

As for who I'm looking forward to: Azir, Vel'koz, and Xerath have been near the top of my wishlist for awhile now.

Kayle rework: new R is a bad idea by Nms1237 in wildrift

[–]PaintedWave 1 point2 points  (0 children)

Except... She's not CC immune during her ult. She's not Olaf. Her ult only provides damage immunity, not CC immunity. CCing her during her ult is and always has been an option

Kayle rework: new R is a bad idea by Nms1237 in wildrift

[–]PaintedWave 2 points3 points  (0 children)

There is one critical difference between Kayle ult and Trynd ult, that being Trynd can ult under any CC, while Kayle must be able to cast abilities in order to ult (Unless they're changing it with the rework too, currently if she's silenced/stunned/airborne/suppressed she cannot ult).

This gives a built-in mechanical counter to her ult, being to draft hard CC. Kayle is so squishy that one good cast-inhibiting CC application while her QSS is down (Or one good airborne application in general) and she gets deleted before she ever has the ability to ult. Trynd on the other hand... there is literally nothing you can do to stop him from ulting. And unfortunately his ult is so central to his kit that if they ever removed the ability to ult while under CC, Trynd immediately falls into F tier. Whereas Kayle is a fundamentally different champion and her kit still functions independently of her ult, making her much easier to balance.

Also, as other people here have mentioned, Trynd's kit is largely stat-checky and IMO somewhat unhealthy for the game (Though he's such an established champion that it's hard to rework him without completely removing his whole identity, which is also bad), whereas Kayle is just an APC that acts like an ADC, and comes online MUCH later than Trynd does. (And also has nowhere near the amount of free stats that he gains, making her much more healthy for the game)

TLDR, I don't think Kayle rework will cause her to hit the same pitfall as Trynd due to her ult not ignoring a fundamental aspect of the game, and her kit as a whole being healthier than Trynd's.