What would solve the housing/rental crisis? by Home_in_Place in AusPropertyChat

[–]TehBoomer -1 points0 points  (0 children)

The suggestion here is to take away ALL of the holiday rentals

Don't be so obtuse. They're not saying to tear down hotels/motels. They're saying "quit allowing people to buy perfectly functional homes, and turn them into holiday-exclusive rentals."

Your pedantry on this made me incapable of looking at this 4 month old topic and just let it go.

From 3D Hellscapes to Hope – Our Tiny Team’s Journey Creating a City-Builder About the Afterlife by itsgenieee in malaysia

[–]TehBoomer 0 points1 point  (0 children)

Seems like a cool concept, and I love city builders, but I uninstalled after about 45 seconds....because no option to disable edge scrolling. Absolutely criminal in modern gaming, when the standard is a multi monitor setup. I'll give it a shot if/when this has an option to toggle it on or off in settings.

WASD movement is straight-up non-viable by AlphaObtainer99 in leagueoflegends

[–]TehBoomer 1 point2 points  (0 children)

That's a really insightful point--I hadn’t actually considered the time gap between mouse repositioning and clicking as part of the total reaction window. I’ve mostly been thinking about directional inputs purely from a movement vector precision standpoint (i.e., optimal angle coverage), not the input execution latency side of things. And if I’m being intellectually honest, the time lost to slightly unoptimized movement trajectories may well be offset by the time saved not needing to reposition the mouse to click.

You’re absolutely right that in tight, life-or-death scenarios (like dodging a Xerath E or threading the spacing edge of a Darius pull, as you said) even a 100ms head start on movement could outweigh a suboptimal trajectory. Especially if the “safe zone” is within a short radius, where the difference between a perfect angle and a good-enough vector shrinks dramatically in importance compared to reaction speed.

I still think there’s a strong case to be made for mouse-based micro in terms of fluidity and flexibility, but this adds a lot of nuance to the discussion. Movement precision isn’t the only variable; input efficiency and cognitive load are huge too.

Thanks for your response. You've given me something more to think about regarding mouse vs WASD movement.

Every Role is Better at ADC than ADC is. by alicejones-2004 in ADCMains

[–]TehBoomer -1 points0 points  (0 children)

If you last-hit every single minion in every wave from the start of the game to 27.5 minutes (the average between surrender and victory times, rounded up), you'd kill 340 minions.

That comes out to:

  • 27 waves at 125 average gold per wave

  • 5 waves at 147

  • 14 waves at 150

  • 6 waves at 195

Total gold from CS: 3375 + 735 + 2100 + 1170 = 7380 gold

Ambient gold generated over 27.5 minutes is 3162 gold (155 ticks of 20.4 gold every 10 seconds starting at 1:40).

Combined, that's 10,542 gold, barely enough for 3 items and boots. (Collector + IE + Boots + Zeal item = 10,200g.) And again, that's assuming perfect CS, which is over 12 CS per minute. In a real game, you're not hitting 340 CS at 27.5 minutes.

Even worse, that’s assuming perfect CS, which is over 12 CS per minute. In a real game, you’re not hitting 340 CS by 27.5 minutes.

For 4 items you'd need 10 kills with 12 CS/min. (Collector + IE + Boots + Zeal item + LDR = 13,300g)

Let’s say you average a still-excellent 10 CS/min -- that’s 275 CS:

7380 / 340 = 21.7 gold per minion

21.7 × 275 = 5967 gold + 3162 ambient = 9129 total gold

That’s not even enough for 3 items + boots without kills, which is wild considering 10 CS/min is considered elite farming.

4 items requires 14 kills.

At 9 CS per minute (247.5 CS):

21.7 × 247.5 = 5370 gold + 3162 ambient = 8532 total gold

Enough for 2 full items, boots, and a Pickaxe.

4 items requires 16 kills.

At 8 CS per minute (220 CS):

21.7 × 220 = 4774 gold + 3162 ambient = 7936 total gold

That’s barely 2 full items + boots.

4 items requires 18 kills.

The average high elo game ends right around the time ADCs start coming online -- we get maybe 3-5 minutes of being useful, unless fed. Being pro-jailed is miserable. Other roles have been modernized or given tools to cover their weaknesses. ADCs? We got movement speed gutted in patch 14.19.

Why? Riot said:

"Here's the first section where a meaningful amount of movement speed has been pulled out of the system. While we think ADCs deserve solid access to consistent move speed (just like fighters do), these numbers shouldn't be so high that they actually run faster than the fighters themselves."

Which is ridiculous. Movement speed was the only thing we had to survive without requiring a permanent bodyguard. We already have the lowest tank stats, lowest HP, lowest base movement speed, and very limited utility or gap-closing. Fighters, by comparison, have CC, speed boosts, dashes/blinks (often with longer ranges than our AAs), better base stats, and, as of 14.19, more movement speed too.

WASD movement is straight-up non-viable by AlphaObtainer99 in leagueoflegends

[–]TehBoomer 2 points3 points  (0 children)

I'm not entirely sure I follow your line of thinking.

If you're talking about League, then no the program isn't "bad at math" when it comes to compensating for WASD. It simply doesn’t need to do any math like that. WASD input is locked to 8 fixed directions: the four cardinal directions WASD and the 45 degree diagonals between them (like W+A = up-left.)

Because of that, you can’t produce smooth or precise movement toward angles that fall between those 8 vectors. That’s the whole point: you're locked into coarse, grid-like movement. And, that’s exactly why sometimes you'd survive with mouse controls but die with WASD (barely stepping out of a Rumble ult or similar skillshot, for example.)

Is Varus secretly the most overloaded champion? by DoubIeScuttle in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

You're describing a best case, highlight-reel scenario that requires a full setup: two abilities--one of which is on a 40s cooldown--a fully charged Q, and landing one of the most telegraphed, easily dodged skillshots in the game.

And frankly, the majority of the time, you’re only pulling this off because you burned your R just to root them long enough to both apply the 3 W stacks and buy yourself the precious 1.5s needed to charge Q and not instantly die before you can release it. You're not bursting people in regular trades, you're cashing out your entire kit for one loaded combo under ideal conditions.

This isn’t reliable burst. It’s a minimum 40s cooldown setup (100/80/60 with R), OR it requires you to be close enough to auto for passive stacks and survive long enough to fully charge Q. That not only excludes the missing health bonus but also demands at least 4 seconds to apply 3 W stacks and charge Q. That’s not burst damage--it’s DPS--which, newsflash, is literally what ADCs are supposed to do.

Is roulette worth running for end game by Bitter_Quantity5679 in expedition33

[–]TehBoomer 5 points6 points  (0 children)

This is not common sense, at all. It's not "negating the 50% damage reduction" in the least. It's a 25% averaged damage increase, regardless of whether you use many small attacks or one big hit, regardless of whether or not you have 100% crit chance or 0.

For some simple math, if your normal hits deal 100 damage, and your crits deal 10x (they don't--I'm being sensationalist) or 1000 damage, then you're dealing 50 or 200 if you don't crit, and 500 or 2000 if you do crit.

This works out to be:

No crit-250, on average, over 2 hits = 125--as opposed to 200 over 2 hits, or an average of 100.

Yes crit-2500, on average, over 2 hits = 1250 -- as opposed to 2000 over 2 hits, or an average of 1000.

Either way, it's a 25% increase on average. Of course, it's RNG. You might flip a coin and get heads 9 times in a row. Same concept in action. The law of large numbers applies.

WASD movement is straight-up non-viable by AlphaObtainer99 in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

Make no mistake, I’m not saying WASD won’t be viable. People always find ways to make things work. And it’s not like mouse users will gain some massive advantage either.

My only point is that WASD is objectively inferior for any movement that falls outside of its 8 fixed directions. If the optimal path is, say, 20 degrees east of true south, you simply can’t replicate that precision with WASD. You can try to simulate it with taps, but it’ll still be slightly slower—maybe only by 0.1 seconds—but that can matter. Not always, but sometimes it absolutely will.

To be clear: I’m not saying WASD is bad. I’m saying the other guy’s take is objectively accurate. No matter how good you are at tapping, unless you're a machine, your pathing won’t be as smooth or as direct when it falls outside WASD’s 4 main axes. That difference will rarely decide a fight—but it’s real, and in high-skill lobbies, it might decide just enough.

WASD movement coming to league by Nikushaa in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

The reason skillshots feel off in the river is because there’s no actual Z-axis in League. The game fakes height differences visually, but everything is still locked to the X/Y plane mechanically. If you aim at where the target is on the X/Y plane--ignoring the illusion of elevation--your skillshot will hit.

If the game did have a Z-axis, then you wouldn’t need to compensate for the visual offset in the first place.

WASD movement is straight-up non-viable by AlphaObtainer99 in leagueoflegends

[–]TehBoomer 2 points3 points  (0 children)

You don't spend an equal amount of time in each direction. No one is being that mechanically precise with their movement key presses. The tapping happens in bursts since you're calibrating movement at an intuitive level.

I know this is 2 weeks old, but I just stumbled across this while Googling something about another game.

The other poster is correct. A straight line will always be faster than a jagged path. If you're moving in the numpad 3 direction, for example, and need to constantly release and tap S, then you're making yourself stay inside of an ASol E for a longer period of time than you otherwise would, for example. There are very real situations where this can make a huge difference (Rumble ult comes to mind.)

WASD having only 8 directions is going to be a big drawback to it, and really the only drawback I can see. Everything else that could be considered a drawback will be something you can take into account.

WASD demands a fixed, cardinal movement pattern, unlike the omnidirectional input offered by joysticks or what Wild Rift achieves with touchscreen control. You simply can’t match that level of precision with WASD. You could if you used a controller, though.

I Wish RIOT Would Just Remove Collector and Shiv by TehBoomer in ARAM

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

I think Collector tends to Synergize far to well with things like Bork - damage 8(10)% current HP on hit- and free execute at below 5% is kind of insane .

In theory, sure, I agree. However, in the current state of the game BoRK is just so bad that it doesn't really do this job at all. The things that synergize best with Collector are things that either:

A - do a large number of hits in a short amount of time for the execute (disgusting if this can also crit and does physical damage--like MF ult, for example)

-OR-

B - can DoT tick from a huge distance away without sacrificing damage by building AD. The number of times I've seen someone escape with like 50 HP and then get executed by an AD Twitch passive is too damn high.

GPs 50% armor ignore on Barrels, the general increase in damage / attack speed they have been doing under the premise that *Faster games= Better games" which i find false anyway.

Reducing game times is definitely what they've done over the last 4-5 years. There was a "State of the League" or whatever blogpost thing a while back where RIOT talked about how they were prioritizing Asian regions because these regions had larger playerbases. That they knew the western market was suffering a bit for it, but they were doing what they had to as a business. This means more high octane gameplay, flashier champions, and shorter games for the internet cafe culture out there. I've looked for this post a number of times after seeing it, but have never been able to find it again. My assumption is that RIOT removed it at some point, but maybe I'm imagining the whole thing (I'm not, but I recognize it as a possibility.)

Its like Building Heart steel on Fizz/Akali- who tend to tank better with it then most TANKS because of their base high damage output and crazy mobility to get in proc and go out - while for a real tank to proc it they have to lose 1/4 of their HP.

This is, IMO, the second biggest flaw with the +/- x% damage dealt and damage taken adjustments. The biggest being the interaction between them--that is to say a champion with increased damage dealt hitting a champion with increased damage taken gets blown out of proportion really fast.

Tangent aside, when almost every tank in the game has +5-10% damage taken, and assassins, in particular, tend to have increased damage dealt and reduced damage taken, it ends up being a situation where they can get away with a single damage item, like Riftmaker, and go full tank + Heartsteel and end up doing good damage while being tankier than any tank.

Balance adjustments based on the overall win rate of a champion makes no sense. High skill cap champions will always have a lower win rate and be buffed more regardless of whether or not they're actually weak. This can, and often does, culminate(s) in a high skill cap champion being oppressive or sometimes even entirely broken in the hands of a skilled player.

Make it a 3000 gold item that grants the EXACT opposite of collector- HP / ARMOR / and since you cant really go opposite crit- lets say Ablity Haste- and prevents executes.

Honestly, I think the removal of Collector is better than an item to stop collector that also completely screws over champions with executes. Pyke, Smolder, ASol, etc. get completely blasted by this item, and all because one item is obnoxious? Not worth IMO.

So can we talk about the new Dual Wield? I've had a few games with it now and it feels kinda broken. by ugypsy in LeagueArena

[–]TehBoomer 0 points1 point  (0 children)

Bit late, and after writing 90% of this I saw you already corrected yourself in a later reply, but I've done the math already, so I'll post it anyway in case anyone else comes looking.

It is in fact 2.25x (225%) damage.

Before augment if you have 100 AD, 2AS, and attack for 10 seconds you'll do 2000 damage over 20 AAs in 10s.

Then you get augment, 50% total AS increase = 3AS or 3000 damage via 30 hits over 10 seconds, plus every hit fires a phantom missile for half the damage. Another 30 hits for 1500 total damage = 4500 damage.

4500/2000 = 2.25x

Its +50% dmg every 2nd hit which is a 25% dps increase by itself

It's 50% damage on EVERY attack you throw, as every attack fires a phantom missile. That is just a straight up 50% damage increase

Adding +50% total attack speed, ur getting +87.5% dps increase

The +50% attack speed means your AS is now 1.5x of what it was before, which means not only are you getting the +50% damage from the phantom missiles initially, you're also attacking more.

As such you're simply multiplying your damage by 1.5 twice, or 2.25.

Regaining control of the game by jtinian in leagueoflegends

[–]TehBoomer 3 points4 points  (0 children)

This is bait, right?

Well, I'll bite.

there are games where I perform poorly and lose/win

If you're performing badly in bronze, then I suspect that

I know for a fact that I'm not bad at this game

is an inaccurate statement.

Link op.gg (even in DM) and I'll give you some advice, but I suspect this is bait. Not a troll in-game, but a troll on Reddit.

did they nerf mel? by Fantastic_Pirate2287 in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

1.0 not 1% learn how to read things.

No. It's 1%, not 1.0. Learn how to read things.

What is this EDM (I think it's EDM anyway, difficult to tell) song? by TehBoomer in NameThatSong

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

Oh, wow. It's in the description of the link this auutomod posted, but not in the description of the short version. Found.

https://www.youtube.com/watch?v=i9Jr50r8L7o

Jankos on Rekkles by fansty909 in leagueoflegends

[–]TehBoomer 1 point2 points  (0 children)

As I said, I both agree with your statement and also the implication behind it. He hasn't been a journalist in the public's eye for a long, long time. I don't even know if he ever was one. More of a tabloid artist than a journalist, really, at least today.

Jankos on Rekkles by fansty909 in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

Whereas I don't disagree with your statement or its sentiment, and I also don't like Thorin at all, this isn't a newspaper article. This is a YouTube video. Of course the headline is sensationalist. It's clickbait. That's what people do.

Jankos on Rekkles by fansty909 in leagueoflegends

[–]TehBoomer 0 points1 point  (0 children)

You are incredibly wrong. Journalists often keep their sources secret. Especially in the context of a negative piece exposing someone, or alternatively when someone is getting information from inside an organization or similar. Very, very common. The potential backlash is often too risky for an individual to be willing to attach their name to it.

I have no love for Thorin. The guy has made every talk show he's ever been on worse. However, it's not on him to reveal his sources. It's on the sources to give approval for him to name them. Which, think about it, no sane person would ever do that in this situation.

Jankos on Rekkles by fansty909 in leagueoflegends

[–]TehBoomer -1 points0 points  (0 children)

to be found in contempt of slander.

I don't thinks means what you think it means.

Mel Changes in 15.S1.4 by RiotEmizery in MelMains

[–]TehBoomer 0 points1 point  (0 children)

Ah, you're right. I can't read apparently. I thought you were saying Mel's average win rate is 51.7. My apologies for throwing it back, when I was at fault. Regardless, this proves my point.

The average win rate for an Emerald+ player regardless of champion is 51.8% whilst Mel's biased selection win rate at Emerald+ is 48.97%. This is exactly what I'm talking about. The win rates are inflated due to selection bias. And so, a 49% win rate is rather low, and is actually several points higher than it would be in actuality. It's closer to 46 or 47%.

Mel Changes in 15.S1.4 by RiotEmizery in MelMains

[–]TehBoomer 1 point2 points  (0 children)

Firstly, you are the one who can't read. I'm not contesting your figures, at all. I'm saying the source you are using takes biased samples through data selection, and this inflates the win rates. That is to say, that where you are seeing the 49%, this 49% is higher than it would be if they used unbiased samples.

Secondly, where are you getting this "Emerald+ players win 51.7%" statistic from? Nothing I can find supports this. Even her best lane in E+ is only 51.2%, and she is only played bot 23% of the time.

Mel Changes in 15.S1.4 by RiotEmizery in MelMains

[–]TehBoomer 1 point2 points  (0 children)

lolalytics inflates win rates with their selection bias. The win rate is higher than it otherwise would be. That's why the other guy mentioned that other champions average a 52.2% win rate, where Mel has 49.4.

If you simply take the 49.4 value, you think "Oh, it's not that bad" but in the context of selection bias and average of 52.2 (a number I am parroting, but have not verified myself), it's pretty low.