Thread:ClariS/@comment-24603390-20140919022108/@comment-4881935-20140921024116

As I said, you do not need the statistical value to do that guide. The inclusion of statistical value served no purpose or assistance to the objective of your passage.

Specific situations is not a case in which statistical values are designed to be used it. It's a value given to stat, regardless or the situation, circumstance, or actual effect within the game. It's a literally price tag given to a stat, and when it was done like that, it accepted all the mechanics, interaction, positives and negatives that stat offers.

Narrowing down your situations so you can just completely focus on 1 thing undermines, not the statistical value, but the classification of the stat (a.k.a, what makes that stat unique). What you're comparing is not life-steal to health regen. All you're comparing is amount restored to amount restored. As I told you before, I'm sorry, but the amount restored does not make those stats.

And let's look at all the horrible assumptions you make:
 * You assume this has to be at worst, equal playing field. What if you're in a situation in which you're too low to make a safe basic attack. All of another sudden, all that life steal you had lost so much of it's effectiveness to 'sustain' for you.
 * Example: Being overpowered in your lane, constant pressure of ganking, playing Howling Abyss or Dominion.
 * Real life example in which mechanics actually matter and why theroycrafting like this is so heavy on guessing (a.k.a not facts): Fiora's passive and Garen's passive. Which restores more health? Many would quickly point out that Fiora's passive actually restores more in most cases, but if you turn to think about the actual mechanics and situations, there are times in which Garen's passive far surpasses Fiora's. Garen can at least fall back and heal when he needs to, meanwhile Fiora must be aggressive to receive any healing. Why am I mentioning this with your comparison, because this is literally what life-steal is to health regen. Is there any point of saying one is more efficient in gold, when in truth, you're only talking about which one is more effective in your one given situation. Saying one is more cost efficient at this situation is no better (and is misleading on how statistical value is determined and judged by) than just saying one is more effective at this situation.
 * The actual amount of time it takes to actual restore the health. You give off one line, that is heavily basis in its point. Life steal can restore health either faster or slower than health potions. And the amount of time it takes to heal that amount actually matters. Healing something within 3 seconds over 10 seconds has dramatic differences in it's usage. Healing something over 10 second over 60-120 seconds vastly changes how and what you can do.
 * Let's be realistic here, when are health potion brought. Like literally only at the beginning. How much damage do you realistic think each champion can deal with each basic attack. Maybe around 40-80 damage (after reduction). How many basic attacks do you think that's going to take to reach that damage output? It's around 300-500 basic attacks. How realistically do you think anyone will get that many attacks within a 4 minute (240 seconds) time fame. No one, unless you are attacking non-stop with an attack speed over 1, and/or have a ridiculous high damage output.
 * Also, 8% of 30-100 damage is only between 2.4-8 health per attack. And chances are very high that your attack speed is less than 1. Meanwhile, helath regen is 10 health per second. Only time life-steal tends to outstrips health potions, health potions are meaningless in the game.
 * This is also ignoring the fact there are two specific masteries that make health potions better.

Now, one final thing because I know for a fact you did not get this point. Let me use a real example, instead of the theoretic example of a new champion having some scaling with life-steal. For a long time, the useage of atack speed was to increase the rate of attack for a unit and nothing else. Then comes Lucian and Yasuo with abilities that scales with attack speed. These champions addition did not affect the statistic value of attack speed. Instead, these champion addition affected what classified what attack speed was. Anything that uses the statistical value that was deprived from attack speed has to be 'attack speed'. It doesn't matter how close the thing is to attack speed, if you don't do everything attack speed claims it can do (such as for Lucian and Yasuo), then you're not a 'attack speed' stat and therefore, you don't get to use the statistical value.

And why are these rules important to maintain, because if you talk with anyone that wants the removal, many will point out that all the numbers used are arbitrary. And the fact is, they are actual correct. The numbers are arbitrary. We could literally pick any random value for a given stat, and it would be as equally as valid as what is being used now.

It's only when you learn and apply the basic of scientific comparing, establishing a baseline and accounting for all factors of that baseline, and controlling all possible variables when statistical value have any meaning or worth. Statistical value foundation is not based off of Leage of Legend, it's based off of science. This is where is many people fail to grasp because so much of is implied.

Oh, in addition for your case, your attempting to use a broad value to defined a narrow situation. The correlation between the two are not direct and has many other factor that resides between them.