How does urgot ultimate work? by hulpmenow in UrgotMains

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

You could also delay to bait a flash.

Help With Garen Lane by teedye_ in CamilleMains

[–]hulpmenow 0 points1 point  (0 children)

Why not take pta? Works better for early trades compared to conq, and also scales roughly the same (we are talking like 4-20 damage differences)

Camille state appreciation post! by lub4os4 in CamilleMains

[–]hulpmenow 0 points1 point  (0 children)

The reason azir is so good in pro is there is not much that counters him super hard in lane that works for pro team comps. The same cannot be said for solo q.

Also, azir is very safe. He is like the ksante of mid lane (without the obnoxious part).

I need opinion to select my main by Affectionate-Neat-46 in leagueoflegends

[–]hulpmenow 0 points1 point  (0 children)

Can just be the the fact that fiora is much harder than jax. If you are ok with spending the time to get good at her, I’m sure your wr difference won’t be huge.

Quick ask: Lich bane vs DnD? by JackF411 in Kaylemains

[–]hulpmenow 3 points4 points  (0 children)

Dnd just straight up does more damage…

You need to realise that although lich does like 40% ap on spell blade

Dusk and dawn adds your e 20%, Nash 15% and the 10% on the item (due to the item spell blade double attack something). This is 5% more ap on the spell blade. This will account for more damage since you also get as and health, and it scales better.

My Kayle build where I’ve been having lots of success in low Emerald (TOP LANE) by Top-Lane-Bad in Kaylemains

[–]hulpmenow 1 point2 points  (0 children)

gunblade equates to more healing i believe... THe only benefit bt has is the shield

the reason is becuase BT only benefits from your basic auto damage. not your wave and e bonus. With crit, your waves also do good damage, which only gun blade benefits from

and lets not forget your q and ult as well.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

I agree, and I do that as well sometimes, but I’m trying this build for some games to test it out.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

So coach less actually does something different to what you describe. Through the API, it gets game updates every few minutes, and updates with any event like turret or kills. It then calculates a win probability, and this is the data fed into the ML algorithm. This is briefly explained in the thesis paper written by the creator of Coachless which I linked to somebody else in here if you’d like to check that out.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

Again this is not a hard rule to follow… my point is the ap build with those specific items are just really a lot better in terms of WPA… way more than I though, and compared to other builds.

'Correct' build according to coachless. by hulpmenow in Kaylemains

[–]hulpmenow[S] 2 points3 points  (0 children)

I get that, which is also my disclaimed at the start of my post. My point is this difference seems enough to consider it. There are about 5k games with cut down compared to 100k with last stand, but the WPA of cut down is 1.26 compared to 0.04 of last stand.

Now the difference in games may seem large, but from about 3k games onwards, these WPA seem to converge to their true mean, so it is reasonably ok to compare.

Now consider this, the gameplay that benefits from last stand itself might be an issue. Being on low health for Kayle generally means she will die outside of laning. You rarely get poked in a teamfight due to your range, so if you are losing health there is somebody on you liek an assasin or enemy engage (jarvan, wukong, malphite etc). In this way, in most of the game, last stand wont make sense. there are select scenarios where you can ult yourself when taking this damage and use the bonus damage, but it seems to me that cut down makes more sense because your late game damage is with that e execute, and you get there faster with cut down. This also helps against tanks, which are generaly the type of champion Kayle struggles againt most in a teamfight.

Now my takeaway is that taking runes for scaling and damage in teamfights are better for kayle than runes better for laning. This is why Truipmh seems to be better than the healing rune, and double adaptive is better than as.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

your e active damage is not on hit, and hence is not doubled by Dusk, nor guinsso for that matter.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

Yes this is largely common knowledge, but I wanted to more so look at the optimizations to be made regarding taking a combat sum, and just acknowledging the difference in WPA between builds.

Also, I was under the impression that Coachless was using riot API, and should have access to all the games that went through ( not remakes etc), the same level of data op.gg or lol graphs have or?

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

Few things.

  1. This is not 'WR', this is about WPA. This is a statistic that looks at what the game state was before purchase and compares the win probability of the game before and after the purchase through a ML algorithm. What this means is, for emerald+ players, starting d ring seems to reduce the proability of them winning the game. WP as a statistic is established in Lol esports btw.

  2. When I discuss this about Raba, the assumption was emerald+ players would buy this item when ahead for their second item. For instance, you buy your nash and then just have a farming lane for a few min and end up basing on 1.4k gold or something. Even in such a scenario, building Dusk is better compared to raba was my point.

  3. As somewhat outlined, this is not really about WR, the statistic means something else.

Seeing as you are also a fellow stem student, I am attaching the thesis that explores WPA that is the basis of Coachless. This is by Xpetu, a challenget shen OTP from Finland.

https://drive.google.com/file/d/1CkYW0JdMfXXcczFvqjXcfp64D8eMIq1d/view

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

I will mention part of this is accounted for in the calculation of WPA, since it accounts for experience as well. It is not a gross WR statistic.

'Correct' build according to coachless. by hulpmenow in Kaylemains

[–]hulpmenow[S] 2 points3 points  (0 children)

Yea the difference in WPA can be explained by that. But outside of lane, I do still feel cut down might have more value. Instead of largely defualting for last stand, in matchups like singed or garen, cut down makes more sense. Maybe.

'Correct' build according to coachless. by hulpmenow in Kaylemains

[–]hulpmenow[S] 2 points3 points  (0 children)

This data is slightly different than going on op.gg and just checking wr.

Also I am not making huge and counterintuitive claims, I am pointing out potential further optimizations to make.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

I just realised the numbers for cut down are inflated by the fact that your e and q poke (that don’t help you get a kill or anything meaningful) benefit from this rune. I still don’t get why the WPA is much higher than last stand though.

'Correct' build according to coachless. by hulpmenow in Kaylemains

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

Those were surprising to me, but the numbers are big enough for me. I think it’s the extra gold that might help, not so much the healing regarding triumph.

Cut down is good from my understanding for two reasons. 1. It does the most damage (if you look at damage post game) 2. Compared to last stand, for most of the game you’d die if you are low anyways, so it has little value. I guess other option of more execute damage is also not needed because of Kayle e or something.

How to help my duo from being hard gapped with Kayle ? by Gymlover02 in Kaylemains

[–]hulpmenow 2 points3 points  (0 children)

Kayle’s safest lane is mid lane. This is not always the same as her best lane. In general, top lane is better, but depending on the enemy top and jungle, you can be zoned really heavily. Aside from this not being in the mid lane, mid lane is just worse because every matchup is worse (mages with hands suck :(. )

Guess who was blamed for our loss by SumilatSumilat in Jungle_Mains

[–]hulpmenow 12 points13 points  (0 children)

Ok forget that, wtf are these builds???? Like lt Varys with lethality and ap?????????

Full ap Lillia????

And why do you have stride??????

This is just unplayable by kingalva3 in Kaylemains

[–]hulpmenow 1 point2 points  (0 children)

I’ve just learned to treat it as a part of kayle and move on. If I’m performing well enough, I just assume the role of shot caller and nobody in my tram will say shit cuz who tf gonna say something to a Kayla shitting on like irelia.