Monday, January 5, 2015

Gold Values Appendix

*Quick note to anyone who has been following the Worlds Video Analysis.  Still working on it, but will be interspersing it with newer information so videos will be slower.

Just some of the various gold sources in League of Legends.

Google Doc can be found here.  It's a little better formatted if you prefer.

gp/10 = gold per 10s
gp/w = gold per creep wave
cw = value in comparison to a creep wave

Base
19gp/10

Runes
Seals -      .25gp/10      x9 = 2.3gp/10     or a 12% increase from Base
Quints -    1gp/10         x3 = 3gp/10        or a 16% increase from Base

Masteries
Greed -            1.5gp/10      or an 8% increase from Base
Scavenger -     2.1gp/10     aka     6.3gp/w
Bandit -           2gp10 (likely),
                      6gp/10 (generous),
                      30gp/10 (extreme maximum)
                      or 15g per assist/kill

Items
AC T1 -       4.2gp/10       aka 12.6gp/w
AC T2 -       8.3gp/10       aka 19gp/w + 2gp/10
RS T1 -       5.5gp/10
RS T2 -       8.8gp/10
SE T1 -       2gp/10 to 7gp/10       3.65(33%)       5.3(66%)
SE T2 -       2gp/10 to 12gp/10     5.30(33%)       8.6(66%)
Avarice -     7.2gp/10       aka 12.6gp/w + 3gp/10

*AC gains .3gp/10 at 25mins and again at 35mins
*RS T1 changes to 6.6gp/10 at 25mins and T2 changes to 10gp/10 at 25mins and 13.3gp/10 at 35mins
**RS also gains .27gp/10 and .33gp/10 every 6 minutes starting at 7:30.
*SE is extremely variable over the course of the game. The 33% values are the most likely over the course of the game while in laning phase it is likely to be above the 66% mark.

Minions
Melee -             20gp/10       or 6.6gp/10 per minion       20g per minion
Ranged -          15gp/10       or 5gp/10 per minion       15g per minion
Siege -             4.4gp/10       or 40g per minion
Siege(25) -       6.6gp/10
Siege(35) -       13.3gp/10

Full Wave -          35gp/10       or 105g per wave
Siege Wave -       48.3gp/10       or 145g per wave
Avg Wave -         39.43gp/10       or 118.3g per wave
Avg (25) -            41.6gp/10       or 125g per wave
Wave (35) -          48.3gp/10       or 145g per wave

*Melee and Ranged Minions gain +1g every 6 mins/12 waves starting at 7:30m, Siege gains +2g
**This means the average wave gains 2.2gp/10 every 6mins/12 waves plus an extra .1/.4gp/10 at 25/35 mins per 6mins/12 waves.

Towers
Outer -      150g(local)      + 125g(global)      = 775g      x3 = 2,325g
                1.27cw              1.06cw              6.55cw      19.65cw

Inner -      100g(local)      + 150g(global)      = 850g      x3 = 2,550g
                0.85cw              1.27cw              7.19cw      21.56cw

Inhibitor -  175g(global)      = 875g      x3 = 2,625g
                1.48cw              7.40cw            22.19cw

Nexus -    150g(global)      = 750g      x2 = 1,500g
                1.27cw              6.34cw            12.68cw

*In terms of pure time, every turret is worth over 1 minute of time, compared to farming creep waves in all 3 lanes.
** This means, purely in terms of lanes/gold, taking a turret within 2 creep waves as 5 is a net worth over the other team farming all 3 lanes.

Kills
Streak                Kill Gold                Assist Gold                Total Gold
+5                500(4.23cw)                250(2.11cw)                750(6.34cw)
+4                475(4.02cw)                237(2.01cw)                712(6.02cw)
+3                408(3.45cw)                204(1.72cw)                612(5.17cw)
+2                350(2.96cw)                175(1.48cw)                525(4.44cw)
+1                300(2.54cw)                150(1.27cw)                450(3.80cw)
+0                300(2.54cw)                150(1.27cw)                450(3.80cw)
-1                275(2.32cw)                137(1.16cw)                412(3.49cw)
-2                220(1.86cw)                110(.93cw)                330(2.79cw)
-3                176(1.49cw)                88(.74cw)                264(2.23cw)
-4                141(1.19cw)                70(.60cw)                211(1.79cw)
-10                50(.42cw)                25(.21cw)                75(.63cw)

First Blood 100(.85cw)                50(.42cw)                150(1.27cw)

Assist Bonus
+2      30(.25cw)
+3      45(.38cw)
+4      60(.51cw)

*Every Kill adds +1 to your streak, always starting at 0. Resets streak to +1 if below 0.
*Every Death adds -1 to your streak, always starting at 0. Resets streak to -1 if above 0.
*Every Assist adds +1 to your streak if below 0.
*Every 1000g earned from creeps adds +1 to your streak if below 0.
*Assist Bonus is applied to every assisting champion based on (Assists - Kills)

Jungle
                  Main           Small           Total           CW Value           GP/10
Krug -          60g              14g              74g              .63cw              7.4gp/10
Raptor -       41g              9x3g            68g              .57cw              6.8gp/10
Wolves -      42g              12x2g           66g              .55cw              6.6gp/10
Gromp -       62g                                  62g              .52cw              6.2gp/10
Scuttler -      35g                                  35g              .29cw              1.94gp/10
Red/Blue -   36g              20x2g           76g              .64cw              2.53gp/10

Jungle Item Bonus           CW Value           100s              180s                 300s
Machete -                            .08cw           1gp/10              .56gp/10           .3gp/10
T2 Item -                             .17cw           2gp/10              1.1gp/10           .6gp/10

Poacher's -      .17cw      or 6.6gp/10 if used on CD.

*CW value is each camps value in relation to the average creep wave.
*Jungle Item's Bonus is added to base jungle monster values, and then Poacher's on top of that.
*In example, taking the enemy Red/Blue camp with Poacher's would be worth 98% of the average creep wave in terms of gold.
*Just an interesting note, if you could farm your jungle on respawn with T2 jungle item, you would be making 38.2gp/10 compared to 39.43gp/10 for the average creep wave.

Baron
300g(global) + 25g(kill) = 1,525g
2.54cw                          12.89cw

Using Long Sword and Amplifying Tome for gold value.
40 AD = 1,440g x5 = 7,200g
40 AP = 870g x5 = 4,350g
Total Value of Baron = 13,075g

*Note the values of the AD/AP are respectively more or less effective based on the champion and most do not get the full benefit of both parts of the buff.
*Baron has even greater value because of the strategic bonuses, but they are hard to map in terms of gold.
*Just for fun, Baron is worth up to 110.52 creep waves before the strategic bonuses.

Dragon

Buff #1
Using Long Sword and Amplifying Tome for gold value.
21.60g per 10 AD
13.05g per 10 AP

Values of AD/AP needed in comparison to 1 outer turret.
127 AD = 275g (global + local)
69 AD = 150g (global)
58 AD = 125g (local)

210 AP = 275g (global + local)
115 AP = 150g (global)
96 AP = 125g (local)

Buff #3
Using boots of speed as the baseline for gold value
203.10g at 325 MS or 6.25g per 10 MS

This value will grow champions pick up T1 and T2 boots as well as for champions with a base MS higher than 325.

*Musings on Dragon can be found here www.snowspotsgamedesign.blogspot.com/2014/12/lol-dragon-thoughtstheory-patch-421.html

Examples
Just a few ways to use this information

Looking at Support Gold Potential -
Base + Runes + Masteries + RS(duo) + SE = X
(19) + (2.3 + 3) + (1.5 + 2.1 + 6) + (5.5) + (7) = 46.4gp/10

Compare to Primary Laner -
Base + Creep Wave = X
19 + 39.43 = 58.43

Supports with Runes/Masteries, their duo laner picking up RS, and high use of Bandit/SE can end up generating 79% of the gold that their duo partner will from perfect CS. You could compare this to a support who only has -

Base + Greed + Scavenger + SE = X
19 + 1.5 + 2.1 + 7 = 29.6 or 51% of their duo.

Also looking at Seals/Quints and using Cloth Armor as a base.
1 armor = 20 gold
Armor Seals = 180g
Armor Quints = 260g

Gold Seals would reach the equivalent gold value at 14m33s.
Gold Quints would reach the equivalent gold value at 16m59s.

This information could be particularly useful in lane swap scenarios where the support is in a lot less danger and may be willing to trade out some armor for gold runes.

Quick Reference to team gold comparison.

Say the score is 14 – 10, with 3 – 1 in towers and the CS difference is roughly 50 in favor of the team ahead in kills.

One could attempt to quickly calculate the gold difference. 4 kills at the average of 450g each, 2 turrets at 775g and 50 cs being roughly 7.5 waves at roughly 120g average.

4*450+2*775+7.5*120 = 4,250g

So potentially when dead, a player could calculate a rough estimation of the gold difference between teams. This is essentially more important when there is a less clear understanding at just a glance. Such as when one team is ahead in kills, but behind in CS/Towers.

Another way to use the information would be to decide the relative value of roaming vs staying in lane or how long a jungler wants to wait for a gank. A more detailed understanding of Risk/Reward.

The information would also be useful in determining when/if to turret push and what a team would be willing to give up for that turret, or visa versa.