Hello everyone who has any interest in this matter.
I'm making some slight modification with the way the gold efficiency is written. The intended goals is to add a bit more useful information, remove any ambiguous or implied information, but this does not mean I am planning to assign values on effects/stats/active that we do not know the value to begin with.
Here are visual examples of my intended change (NOTE: I'm only showing the gold efficiency section and not the entire page. The section that shows how much each individual stat will still exist):
- an item that is over efficient
Gold Efficiency*
- The base stats are 120.9% gold efficient, without the passive and active.
- an item with unknown stats and effect
Gold Efficiency*
- The base stats are 93.3% gold efficient.
- For the item to be considered 100% gold efficient, the movement speed stat and passive would need to have a combined gold value of 177g.
- an item that is under efficient that has multiple ways of being gold efficient.
Gold Efficiency*
- The base stats are 93.6% gold efficient. The item is 100% gold efficient or higher with the following(s):
- The passive and active effect has at least a combined gold value of 128g.
- After holding the item for 5 minutes and 10 seconds. Each hit will reduce the timer by 25 seconds, down to a minimum of 1 minute.
- an item that is under efficient with infinite scaling (or no set limit)
Gold Efficiency*
- The base stats are 71.7% gold efficient. The item is 100% gold efficient when the champion has 1204 maximum health.
- an item that stacks (with a define cap)
Gold Efficiency*
- The base stats are 95.3% gold efficient. The item is 100% gold efficient with four stacks. The item is 137.3% gold efficient at max stack.
As you can see, this isn't a huge change but should be an improvement. If you see anything you don't like, don't agree, find wrong, or you have any suggestions to improve it, please bring this to my attention here and now.