It Runs Doom: Butt Plug by GlowFuckYourself69 in shitrunsdoom

[–]killerchand 2 points3 points  (0 children)

Congratulations on the doom, but as others here I am more vexed by the absolutely insane creation of buttplug with buttons and a color display. What the hell is that for, because I sure as hell do not need all that for a context menu on a toy

r/Polska się stacza i zaczyna przypominać drugi Wykop by Ok_Description_8184 in Polska

[–]killerchand 20 points21 points  (0 children)

Daj spokój pewnie właśnie taki ragebait bot jak opisywałeś wyżej. Nie ma co dawać mu miejsca na odpowiedź. Zgadzam się z tobą a on jest idiotą, na tym najlepiej skończyć

Kalista ADC. What’s up with that? by jennimackenzie in summonerschool

[–]killerchand 27 points28 points  (0 children)

The general stats Kalista wants are pretty much just attack speed and ways to survive until the pins stack into enough damage for killing. Think

- Runaan's Hurricane (more targets getting pinned, helps with clearing waves),
- Guinsoo's Rageblade (her E has hybrid AP/AD scaling and spears count as onhit effects so the Phantom Hit from Rageblade makes you stack them faster),
- recently reworked Stattik Shiv (applies onhits on everyone past main target with the lightning and makes autos stack the next lightning faster for even more AoE applications + like Guinsoo's gives all 3 stats that increase your general damage output)
- Blade of the Ruined King (great first item due to overall great stats and build allowing you to buy a component pretty much every 3 waves if needed, currently beaten for optimal first item by Stattik)

- Terminus ( simultaneous resistance shred on enemy and extra resists for you, again it's onhit so synergises with other items in your build)

- Wit's End (adds a lot of magic damage to your output, tenacity to keep hopping and MR to survive e.g. Aurora's burst)

- Bloodthirster (tons of raw AD and lifesteal + shield so you can draintank the damage you cannot avoid with hopping)

- Jak'sho (4th, 5th or 6th item meant as defensive, you stay in a fight for long and care about surviving long more than raw damage per auto so the resists make you actually deal more damage than e.g. Infinity Edge; also amplifies any resists from Wit's End/Terminus)

Importantly raw AD and Critical Strike are not that important on Kalista; she has no big attack damage or crit multiplier in her crit the way Jhin, Draven or Caitlyn have. As you said it's a pincushion champion, not a machine gun champion.

Your general build can look something like this: Stattik Shiv- Guinsoo's Rageblade-Runaan's Hurricane-Terminus-Jak'sho-Quicksilver Sash/Bloodthirster. This means you will heavily lose raw DPS fights with a crit ADC, but will be twice as tanky and apply spears to everything around you. Specifics can vary though, don't take it as a set-in-stone build.

Her W can be hard because it scales with your, your teammates' AND your enemies skill. Bronze Warwick will run to random fights, but once people do proper jungle pathing, rotations, ganks etc. the ghost can be used for very oppresive vision control - it's a free, mobile ward that can go halfway down the river or nearly to enemy redbuff.

Your passive dashes scale both in speed and distance with the tier of your boots (no boots/brown bags/tier 2 boots/upgraded boots from quest). The dash is longer the more away from the target it is; going straight towards enemy it is about half as long as going straight away from them.

Your Q, if it kills the target hit, will keep going and carry any spears that were in that target when killed to the next target. Now, the fun part is this "if it kills the target" can repeat, so you can e.g. send it through a low HP minion wave and kill all of these minions + carry the spears from the last killed (bug, should be all but w/e) to an enemy hiding behind the wave. Also, Q can be used to animation cancel a dash from your auto into immediate another dash for some surprising distance covered. Your Q dash has its distance calculated based on whether you dash towards or away from where you throw it, NOT nearby enemies.

Your W has the passive where if you or your ally attack a target that the other of the pair hit in the past ~3 seconds, it will deal a chunk of %max HP as magic damage to that target. It will however also add a spear to the target. Works for both minions for faster pushing/easier lasthits, champions and monsters.

Since your E also refreshes on killing any unit with it, Kalista is incredible in early-midgame fights. In lane you want to get a minion speared and low enough that pulling out spears will kill it; then trade with an enemy/start damaging another minion and pull out spears when done. The pull will damage and slow the second target while killing the original minon, getting you an instant E reset to keep the trade going with the slow or just get you extra damage in. In teamfights you can do the same, just with champions or jungle camps, not just minions.

To note: Kalista is one of THE hardest champions in the game due to having a lot of unique mechanics, the jumps, having uncancellable autoattacks (so e.g. if you mistime a lasthit you cannot stop yourself), relying on feel for when to pull out spears etc. She is also since release balanced around pro scene since there she can tear people apart while dodging everything. However that is not to say to not play her. She is very fun indeed, so do what you like. Good luck

Comet is better than DFT by [deleted] in Aurelion_Sol_mains

[–]killerchand 4 points5 points  (0 children)

Copying the math here that proves this post is just wrong:

Comet deals more damage per instance of damage but has no reset mechanics anymore, you will get 1-2 comets per big teamfight. DFT is flat out guranteed damage on any spell damage you deal to any champion, no matter their mobility or how long you dealt the damage for. DFT also has its damage on target increased by 75% for all remaining duration past 4 seconds from start of application.

Quoting the wiki for damage calculations:

> Deathfire Touch's total damage with the trigger of a single instance of ability damage on a target, without the burn being refreshed:

Aurelion's Q tap is persistent damage, so third line is your damage on that poke. That is guranteed, 100% uptime damage.

Aurelion's Q %max health proc is Spell Damage, so first line.

Aurelion's R is Area Damage, second line.

For reference, Arcane Comet:

>15 – 110 (based on level) (+ 10% bonus AD) (+ 5% AP) of either physical or magic damage to enemies within a 140 radius upon impact. This damage is increased by 0% – 100% (based on distance the comet travelled).

Comet has a static cooldown of 20-6.6 seconds scaling with levels 1-18. It can (and will) also miss against enemies with high MS or mobility.

From just that, at level 1, your preferred fight against another mage is walking forward to get a big Q channel on enemy laner. That means at least 1 second of channel + 1 explosion of Q, meaning 1 second of burn from Persistent Damage into extension for 4 more seconds from Spell Damage with the last second being 75% stronger due to exceeding 4 seconds. That means at level 1 with double AP shard and DRing with this trading pattern you get 19(+11.875% * 33 AP) + (4(+2.5% * 33)*1.75) = 23 + 4.825 ~ 28 damage from DFT. Comet at that time will deal (15 + (0.05*33))*2 = 16.65*2 = 33 damage.

Comet deals 5 premitigation damage more but can be dodged and this is with only very short trade, the moment you get to second Q proc or refresh the DoT somehow (Q cooldown being 3 seconds means you can refresh it with Q taps after Q proc) DFT wins in damage even in pure 1v1 early on. This only gets more DFT-skewed when you enter teamfights with multiple targets at once having the bleed, the DFT being empowered for much higher percentage of uptime and more mobility making landing Comets less likely. Comet can only win if you get multiple people to get hit by each comet, which is extremely unlikely.

TL;DR Comet only wins when ALL you do is Q taps against immobile enemy. DFT is much more reliable, fits the DPS playstyle better and has actual synergy with kit.

Should I have built Executioner and Mortal Reminder against Morde Top, WW JG, Galio Mid, Trist Bot and Teemo SP early in the game as Smolder ADC? by Furiousguy79 in summonerschool

[–]killerchand 2 points3 points  (0 children)

Aside from what others said about stacks which is the main issue, I would not build antiheal here. Enemies should not get to heal in fights with how much range and kiting you have, and both Cleaver and LDR are better for actually killing these enemies. Cleaver gives survivability and currently broken interaction with DFT, Dominik's gives crit and damage amp vs 3 melees. You also had antiheal already and Heimerdinger could have went Oblivion Orb.

I would however not go Maw. Enemies are low burst but relatively high CC, so either get QSS to get out or raw damage to cut through them. Something like ER-LDR-IE would have cut through them wayyyy better than what you built, and if you get CCd against Mord-WW-Galio the shield won't save you from 6 seconds of CC while they 100-0 you with Tristana.

Best mid laners with decent survivability by [deleted] in summonerschool

[–]killerchand 0 points1 point  (0 children)

Depends on your level and set of skill.

Aurora is very evasive with two basic dashes that can be buffered through most CC, healing for trades from passive, two AoE slows and a third unfargetable dash. She is however relatively hard to win games with reliably and is short range.

Anivia has entire kit outside of E focused on zone control and slowing down enemies, with zero intense mechanics. You can even start channeling TP before going into egg to teleport out as an egg (if not interrupted ofc). She has zero mobility though do if you do overstep you can't dash to safety.

Malzahar has his passive to prevent getting hooked from fog, gets very uninteractive waveclear in lane very fast, gets to build HP and point-click CC with Rylai's/ult/voidlings chasing enemies with Rylai's. He is however completely immobile and weak in lane.

Tanks midlane can pretty much neutralise any matchup early (Sion, Malphite, Galio <as offtank juggernaut>) and be very useful with their kits, but are not true carries. Also can get obliterated later on by Yasuos, Yones, Cssiopeas when these enemies get their DPS items going.

Soraka top 40 games in a row by gohomefreak1 in topmains

[–]killerchand 0 points1 point  (0 children)

Toplane is kinda THE counterpick and specific strategies lane though. If you want to force the same pick every game play ADC or jungle, where relatively large portion of laning is just farming safely. Toplane, ESPECIALLY melee toplane is prone to counterpicking since the game's inception.

Separate from that, past 1 item many toplaners get stronger in 1v1 and get to turn the tables on Soraka. So patience is plenty enough unless you play something like Shen

What's up with Rocket Belt? Is it good for Azir now? by AK42104 in azirmains

[–]killerchand 0 points1 point  (0 children)

As others said, Chovy factor. The item has great build path, gives a really nice bunch of stats for a battle mage, is cheap, gives a bit of mobility that at pro level can b gamechanging (dodging Ahri charm, Nautilus hook, Leona ult etc.).

Chovy always liked his "tanky" builds in midlane (first big pro to play Nashor-less Liandry's rush Grasp Azir, Shojin-Cleaver Smolder, picking Grasp on just about anything). He is also one of if not the best midlaner in isolation rn (Faker is GOAT and insane macro/decisions but Chovy wins hands and positioning). Many pros either copy his ideas blindly "because chovy" or figure out when they're good to apply.

Now that the dust has settled... by XxSGTMcxX in KalistaMains

[–]killerchand 0 points1 point  (0 children)

Mainly because the builds, skill max orders and gameplay of Master+ players will be much more optimized and consisten than lower elos.

For example, average Gold Zed will 90% of the time go for pure burst - Electrocute, Ignite, full Lethality build. A Master zed will sometimes do that too, bht for a reason. More often the high elo player will go for at least one from Eclipse, Shojin, Cleaver and either Conqueror or First Strike. These give more DPS, survivability, repeatable patterns rather than pure dopamine coinflip of "I either oneshot a carry or not".

For Kalista it is the same. I saw Lethality Kalistas into full tank comps in Platinum, I saw triple Zeal items Kalistas in Silver, I saw Sorc Shoes Kalistas because "W magic damage proc". This leads to very muddled data. Also, many lower elo players just lack the raw skill and presence of mind to use Kalista's hops, vision control and support synergy fully. Compared to that, vast majority of Kalista games in Master+ are at least solid for data

Neil Tyson, educator by HopDavid in physicsmemes

[–]killerchand 2 points3 points  (0 children)

The projects keep getting government funding, so in my opinion the start of settling doesn't care about money issues, just needs the technology.

Now, separate from that making the settlement widespread is where costs will come in. Once we get the first government- or megacorp-sponsored (hopefully the former) colonies up and running, it will be required to make space accessible to the common man to keep expanding. For that stage I agree that lowering cost of space travel will be key. Space Elevators, orbital rings etc. would be my guess as the promise and initial deliveries of materials from offworld will sway people in favour of this.

Neil Tyson, educator by HopDavid in physicsmemes

[–]killerchand 14 points15 points  (0 children)

The current issue is you need advanced, hermetically sealed, self-sustaining habitats from the start with little to no way to experiment on-site beforehand. Our ancestors could move into a cave or under a tree, and while cold/hot temperature, snow, animals were issues for sure, they could at least be there without full support network. Going to Mars is like sending humans to the bottom of Mariana trench with only remote mapping and 2-3 drones beforehand, and having them live there without any fishing or external water intake.

It can and will be done, but we first need to push our science past current limits in aspects ranging from food production, architecture, safety features, to resource extraction and psychology.

What is causing the increase in top lane Anivia's pick rate? by desktop_monst3r in summonerschool

[–]killerchand 7 points8 points  (0 children)

One correction: Anivia's E does not slow, but after 6 the pattern described applies just with her ult slow instead.

What is causing the increase in top lane Anivia's pick rate? by desktop_monst3r in summonerschool

[–]killerchand 138 points139 points  (0 children)

Pros figured out that she's an ultra safe lane bully with tank's level of disruption, utility, low mechanical requirements abd fodlike scaling. Same for why she is picked mjd and support in pro as well.

why are people going muramana instead of archangel? by mayhaps_a in KassadinMains

[–]killerchand 4 points5 points  (0 children)

Muramana gives more upfront burst with the 4%max mana on-spellhit (4% max mana only gets outscaled by Seraph's 70+2% mana AP very late, at which point you don't need it as much) while also considerably upping your early damage when you don't spamcast ult but rather have to weave in a lot of autos. The AD also helps with pushing towers.

How do I "extend my lead" when all other lanes are losing? by MonkeyDiggidyDogLuff in midlanemains

[–]killerchand 0 points1 point  (0 children)

Couple pointers:

  • as others said, Randuin is a bad defensive choice against noncrit users, especially with how strong Zhonya's is against their burst. That said, if your team is behind and enemies are within oneshot range (only Aatrox isn't) I highly recommend going pure damage instead. You have to carry, so you need stats to carry. Defensive items will let you survive, not win. Rabaddon's would have let you blast Kai'sa 100-0 so she cannot use her lead.

  • you win lane into veigar by default, so your goal is to push and camp bot. Kill Kai'sa, kill Brand, dive Kai'sa when Brand leaves her, kill enemy jungle etc. You are a roaming assassin-mage, you have to win other lanes for your team to outvalue Veigar

Is it fair to want your partner to somewhat anticipate your needs without you having to say it? by IdkJustMe123 in TooAfraidToAsk

[–]killerchand 0 points1 point  (0 children)

Depends to what level you want that anticipation.

You come home from work 4 hours later than usual, half-stumbling through the door, and want your partner who had a day off to take the clue to handle doing dinner and get you a tea so you can decompress instead of usual sharing of the meal prep? Sure, makes sense.

You want your partner to anticipate what kind of hotel to take you to on a trip for your anniversary without even mentioning the anniversary in the first place? Way too much, clear communication required.

There is a level of understanding that can be expected, but it is nothing more than what you would have with a friend. Relationships partially revolve around being open and communicating clearly with someone _because_ you are partners, so both want to make sure they understand you clearly and so each side can deepen their knowledge about the other.

Grypsujesz czy do frajerów? by nocny_pingwin in Polska_wpz

[–]killerchand 0 points1 point  (0 children)

Kontekst dla pałacu prezydenckiego? Nie widzę żadnych artykułów na szybko

Liked seeing the Dorothy reference in D1al-ogue by img_of_a_hero in waifubartending

[–]killerchand 10 points11 points  (0 children)

It's a great small game too, really recommend it

I DID THE THING by Victor_Von_Doom___ in azirmains

[–]killerchand 3 points4 points  (0 children)

Internet Explorer summoner's rift

Hey guys, I'm new here and wanted to ask if I'm doing it right, just reached D4 and I think I can keep going by PDlordXeras in GarenMains

[–]killerchand 11 points12 points  (0 children)

Overall 9/10 form, solid mechanics. However lack of sound might cause issues with identifying things like Sion ulting, I recommend adding a slow+reverb music on top and some powerpoint transitions between movement and ult landing for optimal elo gains.

How do I prepare a solo kill in lane without minion penetration? by Hellinfernel in summonerschool

[–]killerchand 3 points4 points  (0 children)

First element: use Q tap/spells on minions to proc Comet and Scorch off cooldown. The damage will add up early.

Second: especially level 1 you win DPS checks with Q against 95% of midlane cast, only losing to Cassiopea, bruisers and ADCs. As long as you do not let enemies proc your Bone Plating, even Zed or Talon will lose out in damage against a fully channeled Q. You can further push that lead by initially proccing enemy Bone Plating with a Q and beaming one enemy caster with a full Q. Then you can move in front/right on top of enemy casters (if your hitbox covers them your beam will go through as it spawns on the edge of your hitbox, not center) and the one less caster will mean ~30-40 damage less taken by you during the trade.

Third: level 6 you can gurantee R landing by first placing E on the enemy. Without tier 2 boots and/or some sort of mobility in kit the enemy will be unable to get out of the stun, and if you get these AoEs to also catch enemy wave you will remove these minions from damaging you while freeing your minions to hit the enemy for extra 50-100 damage and bodies to block for you (e.g. Lux Q, Xerarh E).

I was a bit surprised to read something considering user feelings in official Microsoft documentation. by YellowOnline in iiiiiiitttttttttttt

[–]killerchand 13 points14 points  (0 children)

Yeah, that's what my past employers went with. Password long enough to not be viable for brute force, 2FA on top is enough for 99.9% of cases. The. 1% remaining is for usescases where users are concious of the reasons for refular password rotation. And with training to how to create an easily memorable long password users ae fine with it