An ability is a unique action (as opposed to summoner spells/ active ability items) performed by and only available to a champion ( Baron Nashor and Vilemaw are currently the only examples of non-champion units with abilities) Each of these special moves make up a portion of a champion's'kit'. Every champion kit (with some exceptions) follows the same basic structure: an innate with no ranks. May 06, 2018 Over the course of a League of Legends competitive season, you’re bound to face countless situations due to the sheer amount of champions, items, and patches. To stay on top of your game, you’ll need to recognize the different types of engage that can based on the champions and circumstances in your matches.
- Turrets deal damage to enemy minions and champions, and provide limited vision from the Fog of War for their team. Attack these structures with minions ahead of you to avoid damage and charge ahead. Each Inhibitor is protected by a Turret. When destroyed, super minions will spawn in that lane for several minutes. Afterward, the Inhibitor will respawn and Super Minions will stop spawning.
- Teemo's Toxic Shot would display as:.PASSIVE:. Teemo's basic attacks poison their target, dealing 16 magic damage (10.+6.) on hit and an additional 33 magic damage.
- Damage Mitigated on Self (how much damage you reduced or blocked on yourself through your abilities and shields) However, the Ezreal in my game had 7,000 self mitigated damage and he has no shields or damage reduction abilities. So how exactly is self-mitigated damage calculated?
Lol How To Make Dmg Text Over Target On Tv
Aka: How to fast math and miss less kills
This is mostly for assassin players.
This is guide to do fast but quite vague calculations about the damage your full combo of spells can do
You will not have to download anything but you will have to use your brain a lot so it can get complicated sometimes
But, this quick guide wil help you to make those weird complex calculations about armor/mr reduction and damage amplifications and reductions in lane before you go for a kill
No, it will not make it easy as pie, but it will make it easy as making a pie if that even makes sense.
Yes, this is a long read.
First of all, how to get quick percentages for use in the rest of the guide
To get 10% of something just remove the rightmost number
Yes is that simple, the 10% of 3500 is 350
To get the 20% of something take the 10% and multiply it by 2
the 20% of 4500 is 900 (450+450)
To get the 50% divide by 2
The 50% of 2550 is 1275
To get the 25% divide by 2 twice
The 25% of 2550 is 637.5 (1275/2)
To get the 75% just use 50% + 25%
1275 + 637.5 = 1912
To get the 15% take 10% divide by 2 and re-add it to the original 10%
15% of 3500
350/2 = 175
175 + 350 = 525
And so on
Easy? no, but you can get used to do it relatively fast before you go to for a kill
And i know what are you thinking, 'But Kraz, you never see this kind of easy numbers ingame, it's always some hard number like 3746!, I can't calculate that in the heat of battle!'
Well, don't be silly, or course i will help you with that in the second part of the guide.
However, this kind of percentages are used to reduce your full combo damage by either mr or armor
Now from the wiki:
'This percentage is determined by the formula: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magical attacks. Incoming magic damage is multiplied by a factor based on the unit's magic resistance(same with armor):
$${rm Damage multiplier}=begin{cases} {100 over 100+{it MR}}, & {rm if }{it MR} geq 0 2 - {100 over 100 - {it MR}}, & {rm otherwise} end{cases}$$ '
Do i have any idea what the **** this means? no, i don't, but the wiki also gives us a example in normal readable English
25 magic resistance → × 0.8 incoming magic damage (20% reduction).
100 magic resistance → × 0.5 incoming magic damage (50% reduction).
−25 magic resistance → × 1.2 incoming magic damage (20% increase).
Now, lets simplify it even further, keep this in mind
If your target has LESS than 25 mr/armor, that's a 10% reduction
If your target has 25-50 mr/armor take it as a 25% reduction
If your target has more than 75 mr/armor take it as a 50% reduction
If your target has 0 or even negative mr/armor, take it as a 0% reduction NOT A 20% INCREASE (why?, more on that soon)
Quite easy to remember, right?
And, how we make hard calculations like
q(150+477) + w(50+148) + e(75+97) + r(400+559) damage to a 4830hp target with 87mr/armor?
Simple, here is the secret, if you ever want to calculate how much damage you can do vs how well your target can reduce it:
Round down any damage you do
And round up any effective hp he has
What does that even mean?
Well, take the above damage equation and to what i said, its becomes something like this:
q(150+475) + w(50+125) + e(75+75) + r (400+550) damage to a 4900hp target with 90mr/armor
And then into
q(625) + w(175) + e(125) + r (950) damage to a 4900hp target with 90mr/armor
And then into
1875 damage to a 4900hp target with 90mr/armor
Now, remember the percentage calculations i mentioned earlier?
937 damage to a 4900hp target after resistances (near to 100mr/armor = 50% reduction = 1875/2)
Oh, you have dfg?
Take 925 damage take the rightmost number, it becomes 92, or 90 to make it easier 90+90= 180 then add that to 925, that's something near 1100
You are too lazy to do this? its fine, lets make it even easier:
q(150+477) + w(50+148) + e(75+97) + r (400+559) damage to a 4830hp target with 87mr/armor
into
q(150+450) + w(50+150) + e(75+75) + r (400+550) damage to a 5000hp target with 100mr/armor
into
q(600) + w(200) + e(125) + r (950) damage to a 5000hp target with 100mr/armor
into
1800ish damage to a 5000hp target with 100mr/armor before resistances (900 after resistances)
If your target somehow has less than 0 resistances (in other words, negative mr/armor) take it as 0% reduction, instead of a increase, you will end up doing more damage than you thought and will end up killing him with less risk of him getting away
And now, about Last Whisper and Void Staff
Imagine they have +25% Armor/Magic penetration, not 35%
Why?, Because **** it, math is hard, nobody is going to reduce 100mr/armor (or worse, 75) by 35% every time they want to kill something, its easier to get 25% of something than it to get 35%
With those pen items you are working with only 75% of their resistances and like i said earlier;
To get the 25% divide the number by 2 twice
To get the 75% just use 50%(the one you got by dividing once) + 25%
Simple, right? (lol, who i'm kidding)
And, About Flat pen items and runes:
Ignore you have them, as a 'safety net' of sorts in case you screw up and miss-calculate you may end up doing just enough damage to kill him.
And of course, you can ignore you have %pen too, you will end up doing 35% more damage than you thought if you do. that is one big of a safety net AND you have to use less brainpower.
Also, as a extra tip, never take into consideration the damage ignite does, imagine it does 100 damage at all the stages of the game.
You can even skip adding ignite to the calculations
'But Kraz' you say 'i have to do this every time i want to go for a kill?'
Well this is the best part, you don't have to if you don't want to
You can hover your cursor over your ability icons and calculate only at the levels you get a point in your ult
Or everytime you go back to lane, to have something to do in those long and boring walks
Or just every time you get a big item (dcap, hourglass, infinity edge, of course not when you just get blasting wand or a tome, but you can too)
Or everytime you go for a kill, like you are supposed to, but honestly, nobody is going to do that, not even i do it.
Now, here's another tip, the only times you absolutely have to recalculate, its when your target resistances increase (he just got a visage/raduins/both)
You only have to recalculate your damage every time you feel like it, honestly, your damage output will steadily increase everytime you level up and spend points in your spells and every time you buy ap/ad items and at some point you will (obviously) have more damage than when you calculated it 20 mins ago, but your target resistances, you HAVE to check that every time you go for a kill, or he may get away with juuuuuust 50hp or less.
So keep in mind, 'i do 1800 damage with a full rotation, i'm going to gank bot, that Sona has 50 mr/armor thats a 25% reduction and has 1500hp, but that lee sin with 100mr/armor? that is 50% reduction, but hes low (lets say, 700/2000hp) so i may kill him!'
And you end up doing 1000ish damage because last time you calculated it was before you got your guise/brutalizer and he just had 80ish mr/armor
And you got a kill
And he don't got away
But of course sona could have healed him
Or their top/mid soraka maybe used her ult
Or maybe lee had smite+barrier and you forgot about it
Or maybe he hit you a bit and he healed off lifesteal
Of course you have to take all that into consideration, and of course isn't easy.
And i know the ammount of things you can keep track of at the same time just goes so far, maybe you forgot his flash wanst on cooldown, or maybe he just w'd away.
Or maybe you dont saw he had Hydra+BT and he just one shot you.
But, someone once told me 'The more things you can keep track off at the same time, the easier this game will be' (your cooldowns, your enemies cooldowns, your teammates cooldowns, buffs, dragon, junglers positons on the map, laners overextending, who may get ganked, who just respawned, how much they take to go back to lane, global ults, 'hidden power', in lane and in teamfights)
I just give a relatively easy solution to something, calculating your damage output, the easy way (if you even read anything at all or just looking for a TLDR)
Also, as a sidenote about critical hits, never calculate those, imagine you have 0% critchance at all stages of the game, crit is way too random to rely on it in this kind of stuff....
......Unless you are Yasuo and you have 100% critchance (but 90% critdamage)
I mean, i could give you Yasuo players the easy way to calculate how much damage you do with 100%critchance, but i won't, because i hate Yasuo players, so you have to do it yourselves.
TLDR: There's none, read the damn thing, it took me 3 hours to write this and make it relatively easy to understand.
This is mostly for assassin players.
This is guide to do fast but quite vague calculations about the damage your full combo of spells can do
You will not have to download anything but you will have to use your brain a lot so it can get complicated sometimes
But, this quick guide wil help you to make those weird complex calculations about armor/mr reduction and damage amplifications and reductions in lane before you go for a kill
No, it will not make it easy as pie, but it will make it easy as making a pie if that even makes sense.
Yes, this is a long read.
First of all, how to get quick percentages for use in the rest of the guide
To get 10% of something just remove the rightmost number
Yes is that simple, the 10% of 3500 is 350
To get the 20% of something take the 10% and multiply it by 2
the 20% of 4500 is 900 (450+450)
To get the 50% divide by 2
The 50% of 2550 is 1275
To get the 25% divide by 2 twice
The 25% of 2550 is 637.5 (1275/2)
To get the 75% just use 50% + 25%
1275 + 637.5 = 1912
To get the 15% take 10% divide by 2 and re-add it to the original 10%
15% of 3500
350/2 = 175
175 + 350 = 525
And so on
Easy? no, but you can get used to do it relatively fast before you go to for a kill
And i know what are you thinking, 'But Kraz, you never see this kind of easy numbers ingame, it's always some hard number like 3746!, I can't calculate that in the heat of battle!'
Well, don't be silly, or course i will help you with that in the second part of the guide.
However, this kind of percentages are used to reduce your full combo damage by either mr or armor
Now from the wiki:
'This percentage is determined by the formula: Damage Reduction = Total Magic Resistance / (100 + Total Magic Resistance). For example, a champion with 150 points of magic resistance would receive 60% reduced damage from magical attacks. Incoming magic damage is multiplied by a factor based on the unit's magic resistance(same with armor):
$${rm Damage multiplier}=begin{cases} {100 over 100+{it MR}}, & {rm if }{it MR} geq 0 2 - {100 over 100 - {it MR}}, & {rm otherwise} end{cases}$$ '
Do i have any idea what the **** this means? no, i don't, but the wiki also gives us a example in normal readable English
25 magic resistance → × 0.8 incoming magic damage (20% reduction).
100 magic resistance → × 0.5 incoming magic damage (50% reduction).
−25 magic resistance → × 1.2 incoming magic damage (20% increase).
Now, lets simplify it even further, keep this in mind
If your target has LESS than 25 mr/armor, that's a 10% reduction
If your target has 25-50 mr/armor take it as a 25% reduction
If your target has more than 75 mr/armor take it as a 50% reduction
If your target has 0 or even negative mr/armor, take it as a 0% reduction NOT A 20% INCREASE (why?, more on that soon)
Quite easy to remember, right?
And, how we make hard calculations like
q(150+477) + w(50+148) + e(75+97) + r(400+559) damage to a 4830hp target with 87mr/armor?
Simple, here is the secret, if you ever want to calculate how much damage you can do vs how well your target can reduce it:
Round down any damage you do
And round up any effective hp he has
What does that even mean?
Well, take the above damage equation and to what i said, its becomes something like this:
q(150+475) + w(50+125) + e(75+75) + r (400+550) damage to a 4900hp target with 90mr/armor
And then into
q(625) + w(175) + e(125) + r (950) damage to a 4900hp target with 90mr/armor
And then into
1875 damage to a 4900hp target with 90mr/armor
Now, remember the percentage calculations i mentioned earlier?
937 damage to a 4900hp target after resistances (near to 100mr/armor = 50% reduction = 1875/2)
Oh, you have dfg?
Take 925 damage take the rightmost number, it becomes 92, or 90 to make it easier 90+90= 180 then add that to 925, that's something near 1100
You are too lazy to do this? its fine, lets make it even easier:
q(150+477) + w(50+148) + e(75+97) + r (400+559) damage to a 4830hp target with 87mr/armor
into
q(150+450) + w(50+150) + e(75+75) + r (400+550) damage to a 5000hp target with 100mr/armor
into
q(600) + w(200) + e(125) + r (950) damage to a 5000hp target with 100mr/armor
into
1800ish damage to a 5000hp target with 100mr/armor before resistances (900 after resistances)
If your target somehow has less than 0 resistances (in other words, negative mr/armor) take it as 0% reduction, instead of a increase, you will end up doing more damage than you thought and will end up killing him with less risk of him getting away
And now, about Last Whisper and Void Staff
Imagine they have +25% Armor/Magic penetration, not 35%
Why?, Because **** it, math is hard, nobody is going to reduce 100mr/armor (or worse, 75) by 35% every time they want to kill something, its easier to get 25% of something than it to get 35%
With those pen items you are working with only 75% of their resistances and like i said earlier;
To get the 25% divide the number by 2 twice
To get the 75% just use 50%(the one you got by dividing once) + 25%
Simple, right? (lol, who i'm kidding)
And, About Flat pen items and runes:
Ignore you have them, as a 'safety net' of sorts in case you screw up and miss-calculate you may end up doing just enough damage to kill him.
And of course, you can ignore you have %pen too, you will end up doing 35% more damage than you thought if you do. that is one big of a safety net AND you have to use less brainpower.
Also, as a extra tip, never take into consideration the damage ignite does, imagine it does 100 damage at all the stages of the game.
You can even skip adding ignite to the calculations
'But Kraz' you say 'i have to do this every time i want to go for a kill?'
Well this is the best part, you don't have to if you don't want to
You can hover your cursor over your ability icons and calculate only at the levels you get a point in your ult
Or everytime you go back to lane, to have something to do in those long and boring walks
Or just every time you get a big item (dcap, hourglass, infinity edge, of course not when you just get blasting wand or a tome, but you can too)
Or everytime you go for a kill, like you are supposed to, but honestly, nobody is going to do that, not even i do it.
Now, here's another tip, the only times you absolutely have to recalculate, its when your target resistances increase (he just got a visage/raduins/both)
You only have to recalculate your damage every time you feel like it, honestly, your damage output will steadily increase everytime you level up and spend points in your spells and every time you buy ap/ad items and at some point you will (obviously) have more damage than when you calculated it 20 mins ago, but your target resistances, you HAVE to check that every time you go for a kill, or he may get away with juuuuuust 50hp or less.
So keep in mind, 'i do 1800 damage with a full rotation, i'm going to gank bot, that Sona has 50 mr/armor thats a 25% reduction and has 1500hp, but that lee sin with 100mr/armor? that is 50% reduction, but hes low (lets say, 700/2000hp) so i may kill him!'
And you end up doing 1000ish damage because last time you calculated it was before you got your guise/brutalizer and he just had 80ish mr/armor
And you got a kill
And he don't got away
But of course sona could have healed him
Or their top/mid soraka maybe used her ult
Or maybe lee had smite+barrier and you forgot about it
Or maybe he hit you a bit and he healed off lifesteal
Of course you have to take all that into consideration, and of course isn't easy.
And i know the ammount of things you can keep track of at the same time just goes so far, maybe you forgot his flash wanst on cooldown, or maybe he just w'd away.
Or maybe you dont saw he had Hydra+BT and he just one shot you.
But, someone once told me 'The more things you can keep track off at the same time, the easier this game will be' (your cooldowns, your enemies cooldowns, your teammates cooldowns, buffs, dragon, junglers positons on the map, laners overextending, who may get ganked, who just respawned, how much they take to go back to lane, global ults, 'hidden power', in lane and in teamfights)
I just give a relatively easy solution to something, calculating your damage output, the easy way (if you even read anything at all or just looking for a TLDR)
Also, as a sidenote about critical hits, never calculate those, imagine you have 0% critchance at all stages of the game, crit is way too random to rely on it in this kind of stuff....
......Unless you are Yasuo and you have 100% critchance (but 90% critdamage)
I mean, i could give you Yasuo players the easy way to calculate how much damage you do with 100%critchance, but i won't, because i hate Yasuo players, so you have to do it yourselves.
TLDR: There's none, read the damn thing, it took me 3 hours to write this and make it relatively easy to understand.