Board Thread:Wiki discussions and announcements/@comment-4881935-20140514222931/@comment-4022742-20140520014518

ClariS wrote: How does the effectiveness get separated from the efficiency at all in the examples given though? Percentage Penetration get's more or less effective depending on the amount of armor your opponent has. So if you were to calculate the actual effect it has to a converted flat penetration that would be the gold efficiency for that particular case.
 * Missing and Dynamic stats: You're referring to actual effectiveness. If there was a defined gold value for those stats, it's a constant. Always a constant. If you don't get what I mean, gold value is not effectiveness by the slightest. It has nothing to do with it.

Same for the Percentage movement speed, taking the champions base speed and multiplying it with the percentage value gets you the effective converted flat movement speed of that item for that champion.

There's literally no other way of assigning a true value to it outside of guesstimating it. Which is just a speculative number. And the current solution of "The percentage movement speed should have a value off at least XX gold to make this item cost efficient" is just a half measure.

ClariS wrote: Data provided without context is inherently misleading information. It forces people to speculate and fill in blanks, which is a flawed concept because it expects a certain level of knowledge of the reader. Seeing as this is a wiki for both the veteran and the newbies, you can't assume that knowledge level at all.
 * Misleading Information: It's not misleading information. People just misuse the information... a lot. It has a purpose, helping determine how viable an actual item is and how quickly is a purchasable. If used outside those two, it really doesn't mean much.

ClariS wrote: How exactly is it useful outside of filler content to flesh out the item pages? As it is now it's incomplete guesstimated data interwoven with things we think we know about item efficiency. It's all based on the assumption that the cheapest item is actually used as a base for all the other items. And that's just something that was decided upon without any real insight or relevance to the game client. Unless I'm missing a relevant link by RIOT stating that it is just so... In which case I apologize.
 * Trivial Information: This, I actually agree because it's not super important, but where I disagree is that it's still useful and nice to have. Most item pages themselves usually aren't packed with information that makes and this gives a nice little extra knowledge about economics. The only thing that should happen is that they only remain within the item pages because that's all they serve.