|Damage is calculated by comparing the damage output difference of each of the weighted combat scenarios (e.g. 1.dps case, 2.burst attack, 3.all-out).||Durability is calculated by comparing the expected survivng time difference (varies on enemy team damage composition. Overhealing and shield penalty included; Lots of algebras involved)||Utility is an arbitrary variable that accounts for movement speed, slow, and other special effects that can't be mathematically evaluated. The user uses his own judgment to determine how much a utility is worth (e.g. If you are willing to trade off 10% of your damage for 10% movement speed then that is the trade-off value)|
is made by a veteran LoL player
The program is hardcoded with InvertedComposer's (me) carefully theorycrafted and up-to-date algorithms.
You could say that this program immitates InvertedComposer bringing out his calculator and theorycrafting on paper for hours -- except that the program gets the work done in a second.
ItemOP was being developed back in 2013.
With countless amount of testing, feedbacks from users, bug fixes, and flawed logic detections, my project has come this far.
I will always listen to your valid criticisms and continue to seek for improvements.
How You Can Help Me with My Website
I will literally go ham on working on my site and play less LoL if you could help me out:
No Money Involved Method
1. TELL EVERYONE ABOUT MY SITE.
Post it on reddit, talk about it in stream chat, and to all of your friends in real life. Make sure you talk about it in game too.
2. AD BLOCK -OFF.
I cry everytime because literally all gamers use adblock.
3.WIN GAMES WITH MY BUILDS.
Because... because.. nevermind
Money Involved Method
Completely optional but doing the no money involved method would probably help me more.