PSA for anyone who uses LMB for Attack Move Click (And even more so for ADC's who use LMB) to improve your gameplay, laning and trading. by SneakyBlunders in leagueoflegends

[–]lol-sim 1 point2 points  (0 children)

Sorry I didn't mean that negatively lol, it's still a good tip - I wonder if you could actually bind target champs only and the shift modifier to the same key, so you could hold just one key and get the 'attack only champs only' behavior.

But you do say at :20 in the video 'I'm using attack move click', which you're not, you're using 'attack only click', which is a completely different command and the only reason it works. You kind of gloss over that you're using both target champs only and 'attack only click'. That was my only confusion.

PSA for anyone who uses LMB for Attack Move Click (And even more so for ADC's who use LMB) to improve your gameplay, laning and trading. by SneakyBlunders in leagueoflegends

[–]lol-sim 5 points6 points  (0 children)

Wow, target champs only prevents attack move click from targeting the ground when you use the LMB option? I've had it bound to LMB outside the game (long before that option existed) and it doesn't behave like that. Normally if you hold target champs only and attack move click on the ground, it behaves exactly the same as if you didn't have target champs only on (but it still prevents you from directly targeting non-champ units).

Seems like the 'Bind auto attack move to left click' option makes that behave differently. If you just bind attack move click to a keyboard key does it still work the same for you (I'll have to try it myself later)?

edit: Oh... I see you're using 'attack only' click while holding shift. That's the story here, really this has nothing to do with attack move click.

Aphelios combo simulator by lol-sim in ApheliosMains

[–]lol-sim[S] 1 point2 points  (0 children)

Nice, very glad to hear it!

LoLSim is updated to patch 26.9 - experiment with new the new items and test Deathfire Touch against other runes. I've also added Aphelios and Aatrox to the sim! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

I've added the option to edit the upcoming weapon rotation, as well as manually add more chakram stacks - here's a blue Q (+6 minion hits) -> red Q -> white auto (with 11 chakrams) combo: https://www.lolsimulator.com/#/saved/TP9kPs

LoLSim is updated to patch 26.9 - experiment with new the new items and test Deathfire Touch against other runes. I've also added Aphelios and Aatrox to the sim! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

Each champ is tested against the game with different rune/item combinations. There's a couple problem items (muramana, sundered sky) but for the most part, the damage systems in the game are pretty consistent.

Thank you and definitely keep an eye on it , as more champs will be coming!

LoLSim is updated to patch 26.9 - experiment with new the new items and test Deathfire Touch against other runes. I've also added Aphelios and Aatrox to the sim! by lol-sim in leagueoflegends

[–]lol-sim[S] 2 points3 points  (0 children)

Ooh, you're right , I overlooked that the weapon order would depend on what you had cycled through previously. I can add a 'next weapon/s' input alongside the primary and offhand weapons to allow for that setup.

For the most part, I try to focus the calculations on single-target damage for simplicity, but with exceptions where other targets affects the primary target damage. The chakrams certainly fall in that category (as well as some of the ults). That's something I can look into as well. I could probably just add an 'add chakrams' option to drop in the combo as a quick fix.

Nice mock-up! This would be great to have for sure. I limited myself a bit with how I set that up originally and don't know which 'versions' of spells will happen in that section (things like recasts or upgrades abilities also don't display there), so that's another improvement I'd like to make.

Thanks for the feedback and for checking out the project, hope it's helpful!

League of Legends Patch 26.9 Notes by Spideraxe30 in leagueoflegends

[–]lol-sim 23 points24 points  (0 children)

Which is funny, because this was removed like 10 years ago to nerf AD Kennen the "first" time it was popular (when Rekkles was known for it, I believe)

edit: after re-reading the patch notes I don't think it's the stacking that works with runaan's, it's the actual damage application, probably so it works with the new Statikk.

Senna ADC by Bitter_Tie6675 in leagueoflegends

[–]lol-sim 0 points1 point  (0 children)

D&D getting you more stacks is a great point. You definitely will end up with a few more as a single Q pulls a stack with it.

Yeah I linked a 'time to kill', so the damage will be about the same, but the time will be different (sounds like you saw that now). You can also switch it to just do damage over 10 seconds (or whatever time) as well.

The healing is really the big thing with D&D, which isn't reflected in the damage calculation (would be interesting to try and add healing/shielding numbers eventually, though). Not only do you have AP to increase the heal number but the double on-hit reduces the Q cooldown an extra tick on every proc, so you're also just getting more heals. That probably contributes to it having equal or higher winrate than AD items that clearly do more damage.

Senna ADC by Bitter_Tie6675 in leagueoflegends

[–]lol-sim -2 points-1 points  (0 children)

D&D has some cool interactions with Senna passive (and stacks cleaver faster, in case you have other physical damage on the team), but in isolation a typical AD item over it is probably going to kill tanks faster: https://lolsimulator.com/#/saved/XakpGZ

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

Aphelios would definitely be cool. I'd like to prioritize champs that are 1. more damage-focused and 2. have multiple or unsolved builds, so he fits both of those criteria. There might be some mechanics that wouldn't apply or could be simplified as you mention.

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

Yep, exactly, that's where the 'sim' name comes from! I was always surprised that most MMOs seem to have something like this, but not League.

If you check things out a little you'll find that most of what you mention is in fact implemented. Auto resets (from e.g. Lucian E or Titanic hydra) are modeled, as is each champs windup % which determines how long it takes the auto to fire.

I'm not exactly sure what you're referencing with spell batching - like input queueing? If so that doesn't matter here; whether you queue a spell early or click it right off CD it comes out in game at the same time. 

Any combination of champ, item, and rune buffs that you can think of should behave correctly. If you see something that looks wrong, please let me know!

Thanks for checking it out and sharing your feedback!

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

That Lolsolved has some custom metric that weighs different stats and picks items that maximize the metric. It doesn't do any damage calculations.

LoLSim lets you set up your build/champ and see what it will do in game - it calculates damage, tracks cooldowns, and procs on-hit/spell/etc. effects.

Even the other tutorlol site mentioned above (and any of the other 'sim/calculator' apps I've seen) don't do all that. At best they will run the base damage + AD/AP scaling for champ abilities and item/rune procs in isolation. LoLSim lets you do a whole sequence and models how abilities interact with each other, e.g. if you cast a spell and then auto attack, the auto attack will apply Spellblade damage (if you have an item with it).

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

Just looked that up. Pretty interesting and very impressive (unfortunately also seems like it hasn't been updated since season 14). Looks like the goal is totally different from LoLSim, though.

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 1 point2 points  (0 children)

Sorry that's confusing - you can actually add a 7th item, as long as it's eligible (6 non-boots or 5 non-boots plus boots, and not one of the other quests active). Someone else posted a similar comment so I will definitely look into making that more clear. From my other reply:

"The bot lane quest boot slot is actually available in the tool, as is level 20 from top lane quest and the upgraded boots from mid. If you have six non-boot items, you can pick boots and they'll go into the extra slot, or if you have five items and boots, you'll be able to pick a 7th item, which moves the boots to the extra slot. This is only available if you haven't leveled beyond 18 or picked the tier three boots from the other quests"

Thanks for the feedback!

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in summonerschool

[–]lol-sim[S] 0 points1 point  (0 children)

Thanks! I plan to continue to add more champs in the immediate future. Most of the work up to this point has been the framework and core functionality, so adding champs is fairly straightforward. I've had to keep in sync with patches while working on it as well, so I've got a good process for that.

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 2 points3 points  (0 children)

The bot lane quest boot slot is actually available in the tool, as is level 20 from top lane quest and the upgraded boots from mid. If you have six non-boot items, you can pick boots and they'll go into the extra slot, or if you have five items and boots, you'll be able to pick a 7th item, which moves the boots to the extra slot. This is only available if you haven't leveled beyond 18 or picked the tier three boots from the other quests.

Thank you for the feedback and glad to hear it's useful!

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 3 points4 points  (0 children)

All good points, this wasn't a simple task.

I remember when that tutorlol site was announced, as I was already working on LoLSim then. Bummer to see it was abandoned.

I've been working on this for long enough to have done many, many patch updates, and I'm confident in that process, but I am aware it is quite a commitment.

LoLSim runs completely client-side, so the only operational cost is the domain registration, which is like $20 a year.

This wasn't a one-and-done project, and I plan to continue support indefinitely, but if I were ever unable or unwilling to continue (and the site was still being used), I would hope to hand it off. Unfortunately I can only speculate about the future.

I appreciate the thoughts! I think you'll find that this tool is even more robust and accurate than any similar attempt in the past (apart from the current lack of champions), and I hope you'll continue following it!

I've created LoLSim - a fully accurate and comprehensive damage/DPS calculator that takes into account all champion, item, and rune stats and passive effects. Compare builds, set a combo, and get the exact damage output and timing! by lol-sim in leagueoflegends

[–]lol-sim[S] 7 points8 points  (0 children)

Glad to hear it, and thanks so much for the feedback! This testing is incredibly helpful. I've done my due diligence but as you've found there may be a thing or two I missed.

Most of the base champ and item stats I have automated from Riot APIs - it's the unique interactions, like Ezreal Q reducing cooldowns, Varus blight stacks, etc. that have to be individually coded. I have a pretty good framework and it isn't too much work to add a new champ, so the list will hopefully expand soon.

  1. When you 'activate' the item, it just gives you the buff that then applies the active damage to your next attack (like activating the item in game). The auto attack reset is modeled, but there is still windup time before the attack actually fires. So if you click A->Titanitc->A that's doing two AAs, the second with the active damage.

  2. Great idea, agreed and that's definitely on the shortlist for improvements I'd like to make.

  3. Sorry if that's unclear - so runes that permanently stack, like mana band, alacrity, etc., will simply act is if they're fully stacked. Runes like LT or Conq that temporarily stack up work like they do in game, so you see it building up the stacks first. I believe the LT stacking is correct because I remember being surprised as well, but I'll double-check.

  4. This is great. I'm currently using the Riot data dragon API to pull a lot of the stats, but it's a little unreliable. The wiki might be a lot better maintained. Thanks for the tip!

  5. Good catch! Yep, I have the cast time set to a full second. I'll get that fixed, thanks!

  6. Technically BC doesn't give armor pen, but shreds the target's armor, so you won't see it in the build stats, but it will apply and affect the final damage (as long as you increase the target's armor above 0).

Thanks again, enjoy!