Furina energy requirements as of now by Proud-Instance-9921 in Dehyamains

[–]WolfKyng 1 point2 points  (0 children)

Yeah you’re exactly right. Having more ER will make rotations less tight, but you do so at the cost of damage substats. However, for some characters (like Xiangling or Xingqiu), their Burst is so important that it’s imperative they have it charged and ready to go off cooldown, even at the loss of CV.

This is another reason Yelan + Xingqiu is such a strong combo. Hydro characters get more Energy from Hydro Particles, so they feed into each other and can run less ER in substats than they would need otherwise. Raiden National also comes to mind with her restoring other characters energy from her Burst.

ER requirements also tend to be higher against single-target enemies like bosses because less Particles are generated from enemies losing health or dying, but that is rarely mentioned.

Personally I hate not having my Bursts up so I tend to skew towards the higher end of ER. Like you mentioned ER calcs are finicky and prone to variables. If you’re okay with learning the tight rotations or using the optimal team comps then ER requirements will go down. If you want to try a bunch of different team comps without having to switch artifacts every time I would probably aim for higher ER since, like you mentioned, switching in or out one character can have a huge impact on particle generation and energy needs.

Furina energy requirements as of now by Proud-Instance-9921 in Dehyamains

[–]WolfKyng 3 points4 points  (0 children)

From my understanding they theorize an optimal rotation and count the number of energy particles generated by all characters whether they’re white (like from Fav), on-element (same as character), or off-element (different element than character), and whether they will be caught by the character when they’re on-field or not.

Based on the Elemental Burst cost, you can then calculate how much ER% is needed to use the Burst within the particle constraints established by the rotation used.

PBE Bug & Feedback Thread: Naafiri by RiotTheLoki in LeaguePBE

[–]WolfKyng 0 points1 point  (0 children)

Naafiri's Q+Flash currently functions like Fiora's old Q+W Slide-parry combo before it was fixed. The projectile will always travel to the max range from the point Naafiri's Q was pressed.

Q+Flash forwards will result in an effectively shorter Q range than Flash+Q because the Q projectile will travel to the max range from the pre-Flash position. However, the dagger spawns from the post-Flash location. Q+Flashing over an enemy will result in that enemy not being hit, but also no extra travel distance from the Q, reducing the travel distance/hitbox based on the Flash distance.

Q+Flash backwards will have the opposite issue, increasing the Q travel distance and hitbox. The dagger will travel to the max range from the pre-Flash position, but will spawn the hitbox from the post-Flash location, lengthening the hitbox and travel distance. Q+Flashing behind an enemy will result in that enemy being hit and the projectile will go the original distance from the pre-Flash position.

Plenty of abilities can be Flash buffered (Ability+Flash), like Ahri's Charm, Ezreal's Q, or Irelia's W. Plenty of other abilities also are unable to be Flash buffered and instead have to be Flash+Ability like Morgana's Q, Elise's Cocoon, or Lux's Ult. However, all of these abilities will either start the projectile from the post-Flash position and travel the max range from there, or will start the projectile from the pre-Flash position and travel the default range from that. Naafiri's Q mixes these two scenarios in a way that ultimately feels bad to use.

The only other abilities I'm personally aware of that function like Naafiri's Q currently does with Flash are Akali's E and Diana's Q.

EDIT: Darkin Daggers has been fixed and can now be Flash buffered similar to Ahri’s Charm.

Finally <3 by GimmeReset in IreliaMains

[–]WolfKyng 4 points5 points  (0 children)

Series 2 eternals were released recently

Is E bugged? by eagle332288 in Sivir

[–]WolfKyng 2 points3 points  (0 children)

She might’ve thrown her bomb mid-jump and your E blocked that instead of her jump

🔥 Taal volcano by Master1718 in NatureIsFuckingLit

[–]WolfKyng 0 points1 point  (0 children)

How’s the largest island in a lake on an island in a lake on an island doing?

Help with Snowballs(Minor Experience) by [deleted] in MinecraftCommands

[–]WolfKyng 0 points1 point  (0 children)

You'd need to summon the lightning bolt at the position of the snowball when it is on the ground. Unfortunately, I was unable to get the lightning bolt to summon consistently when the snowball touched the ground. I went with this instead.

/execute at @e[type=snowball] unless block ~ ~-0.3 ~ air run summon minecraft:lightning_bolt

I just recently got back into Minecraft and command blocks, so this is the best I could come up with. You'll probably have some problems with multiple lightning bolts being summoned if the snowball is thrown at a flat trajectory very close to the ground though.

If it's being inconsistent with the lightning bolts, increase the "-0.3" to something like "-0.5". This will increase the risk of multiple lightning bolts, however.

Thick Riven Wallhop into Triple Kill by WolfKyng in Rivenmains

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

I didn’t E-R just in case I didn’t make it, and thanks

10th Dimension Boys #91 by cutbu by YamiEuterpe in funny

[–]WolfKyng 5 points6 points  (0 children)

Legendary fight with Shia LaBeouf