Thread:Willbachbakal/@comment-24981764-20150129235401/@comment-24981764-20150131021916

Hi - I just published a blog post about my app, here . In addition, I worked on a solution for the issues I was having with valuing mana, and managed to figure it out in a way that felt right to me. Having a resource pool is now a liability rather than an asset, which is correct when considering champions without one, like Riven. When a champ can't spam their abilities, that value that they could've had is now subtracted in their stats, and can be rectified by buying MP/Energy. There was also a major bug with the mechanic of cooldowns getting reduced, but I managed to find the solution for that last night. I feel like on the mechanics end, everything seems solid, aside from perhaps %EXP, which I'm still kind of wondering how to value. My solution for now seems "good enough" however, so I'm moving ahead. I also adjusted the value of %movementSpeed in accordance with the change to Aether Wisp, and adjusted the value of effective HP so that it's calculated based on the average effective HP (between all champions) that would be gained from a Ruby Crystal at any given level, meaning that it's gone down from 2.667 and now reflects effective HP rather than static HP.

Those changes said, I'd definitely like to invite criticism and poking on my app. You suggested that I ask the admins to give my stuff a visibility boost - who might that be? And where would I find people interested in gold efficiency? I daresay the thread that started a while ago doesn't seem like the best place. In any case, any help is appreciated, as always, and I apologize if you didn't need to know all the details of my recent update, lol. I just figured you might be interested in how it works and how what was weak in the app has now become more solid.