u/ilikeXenia

WHY IS RIOT COMPLETELY UNABLE TO FIX AFK BOTTING IN LEAGUE?

https://preview.redd.it/vpj5a0chia2h1.png?width=1269&format=png&auto=webp&s=4a6b451a0ca6f3b4ffc41e2b13f85767d09a9449

First things first, if you buy accounts for smurfing, you are part of the issue.

I have been playing this tumor inducing game for a decade and I'm always plagued with bots in my bot games.

I just queued up for a game so i can practice some axe catching on draven, and every single person in my team was an afk bot, did not buy items, did not move around, just stood there.

Every single one of them has weird one line names that look ai generated too.

This is the 5th time in a row where this happens, the other day i was playing with my little cousin trying to show him the ropes of the game and i had this happen again.

On top of that the game crashed and then vanguard crashed on my loading screen causing me to join at 5 minutes in with most of the towers already gone, and after trying to survive double super minions closing in the nexus for the next 11 minutes I'm rewarded with a queue delay and a punishment for missing the first few minutes of this joke.

Every intermediate bot gets free gold mind you, and i shit you not those bots play better than most irons, they were all on their first heading to second item 5 minutes into the game, while im there being surrounded by bots for teammates trying to fend off double super minions with a bf sword.

How you going to tell me this company has produced a software that allegedly drills into the kernel to detect cheaters when it cannot even produce a meaningful way to counter botting for the purpose of account reselling for nearly two decades.

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u/ilikeXenia — 1 day ago

Jayce E can work similarly to Vayne's E

So i present to you the fastest mele combo on jayce.

Many people know the AA+E, it produces monumental amounts of DPS on its on lategame thanks to muramana procs and the fact the first mele form auto (which is a crit animation) is a front loaded animation that can be cancelled near instantly.

What many people don't know is that if you knockback someone and they hit the wall, they will be firstly rooted and then kinda "stunned" for the remainder of the knockback which is about 1 second, this is more than enough for jayce to hit them with another auto attack or even a few more after that.

This is a a crit build shown but is not required for this combo, not only does this combo look beautiful because of the way the hammer swings left and then right, it leaves the enemy without a response window or counterplay to it.

They key here is that jayce prepares another auto attack while the E animation plays, if you have just a tad bit of attack speed say from hail of blades or from transferring ranged w, the AA after the E animation will be instant and you can even unload an additional auto attack after that, or just transform to Cannon to finish them off while the enemy still doesnt know what hit them.

The wall is there to keep you from having to chase down for the extra autos too.

In the combo shown jayce had no ranged w attack speed buff.

The enemy target has 3k hp and 120 armor/120 too which is a lategame average of what a light bruisher/carry champion would have.

Sometimes this combo will happen even without a wall, just randomly, a lot of times against real champions it will also happen if they use some sort of gap closer on you and kinda hit them mid air, it will also happen rarely if you get a perfect timing on transform to cannon, or if the aa timer is just right, some other times this combo will cause riots spaghetti code to explode.

In a lot of those late game situations, mele q is an absolute bait ability, its slower than an auto attack and actually doesnt even deal that much more damage than a AA, and can be disrupted at any point of its 1 second animation, but it can still be used to gap close an enemy against the wall to facilitate this combo or to animation cancel an auto, flashing after E when there is no wall behind them is also doable.

After posting this i came across the match history of a challenger euw otp and he kinda used part of the combo without the initial aa

u/Emploidlol

https://youtu.be/1b0E_1ejocU

u/ilikeXenia — 4 days ago

How to push faster

I was about to write an essay about my experience on low emerald, playing a sadomasochistic ammount of vayne mid.

But I'll spare you the details as to not inspire more people to experience the pain.

It is hard, getting shoved is hard, sometimes I even get a surprise kill early by abusing Q sudden impact and and getting a lucky E but even then I know the enemy mid will get some mana sustain and just afk farm and perma shove.

What I'm doing rn is constantly AA minions, which makes it very hard to dodge skills and last hit, but it's very effective against the type of AP that just spam skills and forget they can also auto attack.

So anyway, how do I push faster? Do you think putting a few points on w would help?

Do I focus big cannon guys or Caster minions?

Riot just took away the minion aggro trick on the first wave and it just made things so much harder against good opponents in mid.

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u/ilikeXenia — 4 days ago

Investigating reworked Hail of Blades on jayce.

https://reddit.com/link/1t9v4nc/video/qtd1rwvbdg0h1/player

I'm in a long quest of finding the best damage keystone for jayce, as i have explained in my previous posts, the rune system is simply not built for champs like jayce, even chally mains cannot decide which primary tree is good on him.

Recently the hail of blades keystone has been reworked to add a tad bit on-hit true damage.

Here is the Hail description:

While Hail of Blades is active, you gain ( 120% / 60%) (mele/ranged)  bonus attack speed, are allowed to exceed the attack speed cap, and basic attacks deal 4 – 21.88 (based on level) (+ 8% bonus AD) (+ 6% AP)  bonus true damage.

it has a 10 second cooldown, the initiating basic attack benefits from the extra attack speed and if you animation cancel an empowered auto you get an extra proc of this rune for up to a total of 4.

Electrocute from the other hand is like this:

Damaging  enemy champions with abilities, basic attacks etc
applies 3 stacks to a target within a 3 second period causes them to be struck by lightning after a 0.25-second delay, dealing them 70 – 260 (based on level) (+ 10% bonus AD) (+ 5% AP) of either physical or magic damage.

this rune has a 20 second cool down

application scope damage bonus effect
Hail of blades basic attacks in a 6 second window, 10 second cooldown, window that starts closing after the first auto attack fires off. 4 – 21.88 (+ 8% bonus AD) per auto for a maximum potential of 16-83.6 +( 32% bonus AD) when all 4 autos land, this is all true damage
Electrocute 3 abilities or attacks stack in a 3 second window, 20 second cooldown, cooldown starts when stacks are consumed, each stack refreshes the 3 second window. 70 – 260 (based on level) (+ 10% bonus AD)  dealt as physical damage

So long story short, early game doran blade jayce would do about an extra 30 true damage if he lands an auto and then cancels its animation with W and follows it up with another 3 W empowered autos, even though jayce has a ton of animation cancel mechanics, only Ranged w counts as an auto reset.

AA+W just seems the most optimal way to go about things when bullying the enemy, the whole combo only lasts for a bit over a second, the fact the initiating auto comes off faster really makes a difference when harassing meles with more movement speed than you, no more failed AA windups as you chase guys down.

In comparison Electrocute will do about 77 physical damage early, and you can proc it in all sorts of ways, but roughly one third of it will be mitigated by armor dropping it to 50 post mitigation damage

So yep, electrocute does about 20 more raw damage pre 6, but has double the cooldown and doesnt give extra attack speed, and it will be outscaled the moment the enemy buys something like Ninja tabi or other armor items.

Damage seems to equalize around jayce's midgame powerspike, and heavily outscales against anything tanky, this happens because HoB overall ad ratio is 3 times larger than electrocutes.

Late game jayce can achieve upwards to 220 to 300 bonus ad, and this rune will add almost deal 200 true damage, but with jayce building a lot of armor pen electrocute will also do about the same against squishes, but will be severely underpowered against anything with armor, and tbh by that point everyone will have GA and ZH or whatever in the enemy team, on top of that the base stat armor gained by levels should be around 100 at that point mitigating half of all physical damage done even on squishiest of squishies.

i still cannot quantify the Attack speed benefit because its tricky, ill expand on this later on.

I have only started testing this new technology this weekend, my experience in laning with HOB over electrocute is just very matchup depended, against something like yasuo or gp or other agile meles that want to be on your face, I kinda feel HOB is superior because even if you can land one or two autos, the HOA will apply to all of them, whereas with electrocute you dont get any damage unless you get all 3 stacks, and it can be potentially be counterplayed because people can see the stacks visual, guys like fizz may E away, yas windwalls, trynd Es away etc.

HoB will go on cooldown even if you dont use every empowered auto though, but the 10 second cooldown is insane and it lines up to your W cooldown early so its easy to keep track, really useful in the types of lanes where you need to "earn respect" from the enemy lane bully.

I kinda have very good albeit rusty mechanics but its fun to always keeping myself disciplined and use the W reset to get the most out of this rune, i watch most Jayces in LEC and even the pros don't seem to use this reset.

Damage analysis:

At this point I just don't have the sample size to make an accurate assessment, riot games took away brawl mode where i could just test run stuff fast and efficiently so now im stuck playing 20+ minute swiftplay games against silvers and irons where i just eq and mush buttons to delete everything and then spend the rest of my time spam pinging my teammates for objectives.

HoB would obviously not be as useful in such a scenario, and electrocute would proc much simpler and faster (a mele all in will near instantly proc it q+w+aa), but I feel like HoB would be more efficient in a more measured playstyle, teamfights and skirmishes where you play around your W cooldowns, maneuver in and out combat, you know the deal.

But yeah so far, HoB doesnt seem to contribute more than 3-4% of total damage in my games which is about the same as electrocute and thats against mostly squishies, which is kinda slightly inferior to something like aery or comet, BUT, comet and aery damage, ,falls off hard and is mostly triggered by the eq poke and its practically just poke damage that gets mitigated by enemy health regen or healing, what im tryna say is that HoB damage that happens when you are face to face with the opponent and their team, the type of damage that decides if you kill or get killed or if you win that fight or not.

But that HoB is not supposed to be selling point of the HoB keystone, the extra attack speed is the supposed main benefit of this rune, and I really need is help to find out how the extra attack speed synergizes with jayce, yeah its really useful to make your damage more consistent when finding yourself caught up in mele trade but as we know, Jayce has ranged W and W already maxxes out your attack speed to 3.00 attacks per second for the next 3 attacks, but this rune promises its users that it will temporarily allow for the increase of attack speed ceiling.

So yeah I spent some time on the training tool testing how the HoB synergizes with the ranged W, the results are inconclusive, plus I think i found a bunch of bug i havent submitted but im not sure?

I took a video so you can see for yourselves, just pay attention on the attack speed display on the UI on the bottom left corner, sometimes empowered HoB exceed the attack speed limit cap for a single attack out of the total 4, sometimes it wont, mele will exceed even further because of how the rune works, but even that doesnt work all the time,

BUT visually, i think the HoB buff works, maybe its just the ui not being able to keep up refreshing its numbers, i really have no clue, maybe its some sort of bug maybe, its just how ranged autos work, maybe the autos out of w come off so fast its like zeri Q and it kinda ruins how this rune is supposed to work, but i still think visually it looks faster and if its true, this about makes the w alone 25% faster and if you consider the auto attack reset combo, jayce's combo is sped up by more than half a second, may not seem like a lot but its actually massive, for example ambesa ult was nerfed to be 0.1 second slower and it absolutely gutted that champion.

So yeah im not sure if my eyes deceive me but the attack speed is indeed there and it is beneficial, the same cannot be said for the rest of the domination rune tree that is absolutely trash and pales in comparison to other trees, but yeah I guess test this rune and if you are willing share your experience:

As i said my games sample is limited and very bad, which is why i made this post here, help me help jayce find his optimal keystone.

In your opinion do all the W autos benefit from the HoB attack speed cap extension?

How much damage did that rune do in proportion to your overall damage?
How did it feel laning with it?

How much damage did this rune do in comparison to your overall damage (you can check that on the post game review)

How many autos landed benefited from HoB?

How did it feel in lategame and in teamfights?

Thats all folks, have a good one.

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u/ilikeXenia — 11 days ago

https://youtu.be/Ad4dQt39Y9A

https://files.catbox.moe/izepgw.mp4

So I got a Pentakill on jayce on the brawl game mode, this is not just another pentakill clip, I thought id take the opportunity and slow down the replay and start analyzing the damage dealt as i felt like this is a good representation of what a "best case scenario" looks like when it comes to dishing damage on lategame jayce.

I like testing builds and practicing teamfighting and I find this game mod to be perfect for this as it gives you tons of gold and every game is about 9 minutes.

In this game I tried all sorts of proc items and items with added bonus damage to them, also picked the aery rune, I used the convenient item description tooltips to keep track of the bonus damage provided by those items.

 This build aims to stabilize and make jayce's damage more reliable lategame, its crazy to think but the ranged EQ damage contributed single percentage digits amounts of damage throughout this fight, the game ended at 5 items, but the logical conclusion would be an infinity edge and really abusing the 110% jayce W modifier.

 

This is their contributiong damage before the start of the fight:

  • Serpent’s Fang shield reduction effect: 0
  • Muramana damage to champions: 670
  • Essence Reaver damage: 1106
  • LDR (Giant Slayer) bonus damage: 811
  • Aery damage: 760

 

Notes: essence reaver displays only the mana restored so I had to do rough calculations to estimate its contribution as the damage pre mitigation is double of the mana restored, also the display actually broken and wont update if you are near full mana maybe, so I had to visually keep track of all the procs

 

After killing Yasuo

(100 armor at level 16-15, ~400 bonus health from runes/Overgrowth alone gave him~250):

  • Serpent’s Fang: 100
  • Muramana: 913
  • Essence Reaver: 1210
  • LDR: 892

 

Notes: firsts impressions are that LDR's passive is surprisingly beneficial, a lot of AA reliant squishes like this yasuo or vayne tend to go resolve secondary and the extra hp causes ldr to boost your damage by upwards to 5% against them.

Also serpents fang is an absolutely broken item against shield reliant guys, if yasuo managed to restore his shield before jayce jumped on him he would have couple hundred points of armor evaporated instantly.

 

Sniping Tryndamere:

  • Muramana: 950 (League displayed 993; corrected to 950 due to overkill bug ignoring post-mitigation. Other procs largely unchanged.)

 

Melting  Zac

  • Serpent’s Fang: 100
  • Muramana: 1,180
  • Essence Reaver: 1295
  • LDR: 1,200

 

Notes: Zac had a whopping 300 armor at that point but lost 1/3 of that amount armor thanks to jayce cannon R proc.

 

Killing Zoe with one auto:

  • Serpent’s Fang: 100
  • Muramana: 1,220
  • Essence Reaver:1390
  • LDR: 1,200

 

Notes: was almost an overkill.

Chasing & destroying Fiora

  • Serpent’s Fang: 100
  • Muramana: 1,450
  • Essence Reaver: 1,550
  • LDR: 1,420
  • Aery: 993

 Notes: she had (~150 armor thanks to death's dance, ~450 bonus health), kinda made it hard to calculate some stuff cause of the DD passive

Overall Delta (Total Bonus Damage Gained Across the Fight)

  • Serpent’s Fang: 100 – 0 = +100
  • Muramana: 1,450 – 670 = +780
  • Essence Reaver: 1,550 – 1106 = +444
  • LDR (Giant Slayer): 1,420 – 811 = +609
  • Aery: 993 – 760 = +233 (rounded to ~230)

Total bonus damage from all tracked procs: 100 + 780 + 444 + 609 + 233 = 2,166

 

Total Damage Estimation by Jayce

  • Yasuo (2,500 HP → 0, 3,000 effective hp considering w his shield): Jayce had ~65% damage contribution → ~1,750 HP
  • Tryndamere snipe: ~300 HP
  • Zac (~3,700 total HP → ~4,100 effective with healing): Jayce ~70% contribution (LDR-based) → ~2,500
  • Zoe (overkill): +300 HP
  • Fiora (~2,500 displayed HP → ~3,000 effective HP with heals from nexus, lifesteal, Death’s Dance etc minus red buff): Jayce ~100% participation → ~3,000

Rough total damage dealt by Jayce in the fight: ~7,850 (1,750 + 300 + 2,500 + 300 + 3,000)

Of this:

  • Bonus damage from procs: ~2,166
  • Percentage of total damage coming from bonus procs: 2,166 / 7,850 ≈ 27.6% (roughly 28%)

Muramana alone contributed +780 bonus damage → 780 / 7,850 ≈ 9.9% of Jayce’s total damage

Summary Table

Source Start Value End Value Delta (Bonus)
Serpent’s Fang 0 100 +100
Muramana 670 1,450 +780
Essence Reaver 706 1,150 +444
LDR (Giant Slayer) 811 1,420 +609
Aery 760 993 +233
Total Bonus - - +2,166

 

Key takeaways

 

  • The Extra damage from items is simply staggering nearly one third of his damage, it single handedly keeps jayce from falling off too hard lategame, especially muramana, but also showcases his dependency to items.

  • Lord dominiks regards, I think LDR and mortal reminder are much better than the critless last wisper item jayce often builds, the critless LW is kinda cheaper but has a near useless passive. Ghostblade gives more oomf up until the ~11 level mark and is much cheaper, but you can always do both lethality and last whisper items. Of course All this proc damage is positively affected by armor penetration.

  • Essence reaver,

The spellblade is the most surprising find, it scales really well throughout the game, thanks to the fact it scales with jayce's high base ad and also scales with additional crit chance.

In this build ER is supposed to be build instead of something like ghostblade, they cost about the same but ghostblade gives jayce a bigger powerspike and gives stronger EQ poke, but if you space spellblade well enough you can get comparable or even superior ammounts of DPS by using ER, also the extra 20cdr early is godsend compared to ghostblade 1st item path, I still think ghostblade is a monumental item and fits kinda better in its current burst/poke early-mid game playstyle, but if you are playing a game where the rest of your team is behind in the mid game this can be a fine choice cause you can just try and stall out the game with low cdr eq, maybe flash W and try assasinate the the enemy carry when you get IE.

 

You may think the mana regen passive is kinda wasted since you already build tear but ER is such a powerful Item I don’t think it matters, its build path is kinda meh and its components are weak, but once completed it’s a solid purchase and is overall stats are very gold efficient on themselves, and that does not including spell blade effect, even vayne tops builds this item, its just broken in its current form.  

 

  • Muramana

Love it or hate it, its just insane damage, contributing 1/10th of all jayces damage or more once its completed, the manaflow band rune can be stacked really fast and it provides an extra 250 mana that roughly adds 250-300 gold of value through the Muramana passive and active,

Also this item gives a total of 80+ ad lategame which is almost two items worth of ad in a single item and therefore it’s a really good base for a tank or bruiser jayce, especially when items like muramana synergistically givesa free ~1k gold worth of ad and damage through muramana.

 

  • Serpents Fang

This can be any lethality item, its really effective any sort of shielding, could easily be swapped by collector or ghostblade, does not really matter.

 

  • Critical hit, feels cheesy but it was never more viable than now, thanks to all the new crit items, slightly guts your midgame but practically turns you into a dashless lucian late game, but with potential to outduel most burst mages and assassins  because you can just burst them faster than they can burst you, also the extra hammer resistances are quite significant.

  • Ive tried over the years to experiment with attack speed in order to facilitate some sort of DPS build, it never really works out, while replaying this video I struggled to notice a point where some extra attack speed would change anything, cancelling the animation of AA with abilities appear to make up for the lack of attack speed, having ranged W on near sub 3 second cooldown also helped.

  • Runes:

Runes are the sore spot for jayce, not a single keystone synergizes that well with jayce.

Conquerors is useless and really hard to stack it fully, because 5 seconds is too low of a stack window and really mostly ever be stacked against a frontline enemy tank or something, you can abuse it though if you time ignite right.

 

 

Aery and comet are as you can see completely useless, and contribute tiny amounts, im not holding my hopes up for the new comet either as it will be completely useless if you miss ranged q and autos cannot proc it, though aery at least provides a tiny shield to allies, it’s a neglectable amount but you get to save your allies from dying to ignite ticks from time to time and it feels good.

 

First strike is useless lategame because EQ poke triggers and consumes it and puts it  in a brutally long cooldown.

 

To give you a point of reference on ADC characters like vayne or varus, keystones like Press the Attack contribute upwards to +10% of the overall damage output of that champion, while I havent yet managed to get more than 3-4% with most keystones on jayce, so you might as well use runes that just help you win lane with jayce.

 

I stick with aery because the rest of that tree is really good, the manaflow is really good as described above, the extra free 10cdr is really good, and the scaling bonus ad from gathering storm helps lategame.

 

The most important rune, and it seems most statistics sites agree with me, is none other than Jack of all trades, you can go inspiration secondary and just get that rune,
Doran sword+

Ghostblade/LDR+

Muramana+

MR boots

Instantly stacks it full and gives you 10 free cdr and a massive 25 AD for free leading to an insane 2 item spike, this rune was literally made for jayce.

  

 

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u/ilikeXenia — 24 days ago