• It seems to me that the way the gold value of each statistic is calculated is very arbitrary and that slightly changing the definition completely changes the value of certain statistics.

    To illustrate my point, here's the current gold value of each stat when you use the most expensive item that has only one stat, instead of the cheapest.

    Champion Statistic Base Item Item Cost Stat Raised Gold / Stat Bonus Difference with Current Model
    Attack damage B. F. Sword item B. F. Sword Gold 1300 40 AD Gold 32.5 -7,14 %
    Ability power Needlessly Large Rod item Needlessly Large Rod Gold 1250 60 AP Gold 20.833 -4,21 %
    Armor Chain Vest item Chain Vest Gold 800 40 Armor Gold 20 0 %
    Magic resistance Negatron Cloak item Negatron Cloak Gold 720 40 MR Gold 18 0 %
    Health Giant's Belt item Giant's Belt Gold 1000 380 HP 0Gold 2.63 -1,38 %
    Mana Sapphire Crystal item Sapphire Crystal Gold 350 250 MP 0Gold 1.4 0 %
    Health regeneration Rejuvenation Bead item Rejuvenation Bead Gold 150 50% HP5 0Gold 3 0 %
    Mana regeneration Faerie Charm item Faerie Charm Gold 125 25% MP5 0Gold 5 0 %
    Critical strike chance Cloak of Agility item Cloak of Agility Gold 800 20% Crit Gold 40 0 %
    Attack speed Dagger item Dagger Gold 300 12% AS Gold 25 0 %
    Flat movement speed Boots of Speed item Boots of Speed Gold 300 25 MS Gold 12 0 %
    Life steal Vampiric Scepter item Vampiric Scepter Gold 900 10% LS
    15 AD
    Gold 41.25
    Gold 32.5
    +10,00 %
    Lethality Serrated Dirk item Serrated Dirk Gold 1100 10 Lethal
    25 AD
    Gold 28.75
    Gold 32.5
    +27,78 %
    Magic penetration Sorcerer's Shoes item Sorcerer's Shoes Gold 1100 15 MC Pen
    45 MS
    Gold 37.333
    Gold 12
    0 %
    On-hit damage Recurve Bow item Recurve Bow Gold 1000 15 OH Dmg
    25% AS
    Gold 25
    Gold 25
    0 %
    Cooldown reduction Kindlegem item Kindlegem Gold 800 10% CDR
    200 health
    Gold 27.4
    Gold 2.63
    +2.75 %
    Percent movement speed Aether Wisp item Aether Wisp Gold 850 5% MS
    30 AP
    Gold 45
    Gold 20.833
    +13,92 %
    Critical strike damage Infinity Edge item Infinity Edge Gold 3600 50 Crit
    70 AD
    20 Crit
    Gold 26.25
    Gold 32.5
    Gold 40
    +50.00 %

    As anyone can see, although only a few basic stats are modified (AD, AP, HP), and the variations are relatively modest (less than 8%), the derived gold values for some stats see massive changes. For instance Lethality gains over 27% in value, while Critical strike damage gain 50%.

    Can anyone justify why picking the small items is better than picking the larger items ? Both seems as arbitrary to me.

    I would also point out that a small modification to the objects that are used as defining objects, like the Long Sword will modify the gold value of dozens of items, whereas any changes to these dozens of items will not modify the gold value of the Long Sword. This asymmetry should not exist in a good model, where if an object can modify the gold value of a stat, then every single item should be able to influence the gold value of the stat (the influence can be zero, but it should change depending on the stats of the item, not because we decided so).

    EDIT: The only thing I want is a disclaimer that states that the method used to calculate gold value is arbitrary and should therefore not be taken as an absolute truth, but more as an estimate as to what each stat can be worth (as we've seen that there can be over 20% variations on some stats, just by changing one word in the method).

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    • Moyon wrote: Can anyone justify why picking the small items is better than picking the larger items ? Both seems as arbitrary to me.

      Because those are the items players start with, and the ones most likely to build into component items that serve as the base for further stats, e.g. Aether Wisp item Aether Wisp or Vampiric Scepter item Vampiric Scepter. Not only are the more expensive items expressly designed to be more gold efficient (you're "paying" for them in terms of time spent not using that gold elsewhere), a great deal many of them have been turned into non-basic items over time, namely Giant's Belt item Giant's Belt, Negatron Cloak item Negatron Cloak and Chain Vest item Chain Vest, so it makes little sense to pick those as the bases for measuring gold efficiency.

      It's also worth noting that the M.O. for gold value and efficiency calculations is to pick the most basic and least gold-efficient item, not necessarily the smallest, since that is what makes for the clearest gold efficiency calculations thereafter (you don't end up with as many items with deceptively crappy-looking gold efficiency when they're clearly more efficient than just filling up on Long Sword item Long Swords or Ruby Crystal item Ruby Crystals). The fact that the least expensive components end up also being the least gold efficient is essentially just a product of that.

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    • It's sort of like with SI units. They've been somewhat arbitrarily determined, but something had to be used to determine value so it could be measured at all. Hell, look at the Fahrenheit scale.

      It's a fairly elegant method to measure a value based on the smallest individual item rather than to pull an average across all items. More elegant and, in a lot of ways, more accurate. Let's use an example with shopping since it's pretty much an equivalent.

      Say you're shopping for dice. They're sold in standard packs (5), by the dozen (12), and by the gross (144). A standard pack's $1, a dozen's $2, and a gross is $17.

      Individual die cost, then, is 20¢ in standard, 16.7¢ per dozen, or 11.8¢ per gross. The average among all three makes the average die 12.7¢, assuming all three sizes are sold with equal frequency.

      So then the question is: do we say the person buying the standard pack is being ripped off, paying almost twice what the dice are worth? Or do we say that the person buying the gross is getting a good deal?

      As a side note, a bit about human psychology. We want to feel like we're getting a good deal. Always. So even in a game, we want to look like we're making the best choices. As such, we find this small item and base value around it. Then, we base everything around its value in order to make our later choices seem better. So by using the small, relatively expensive items as a baseline, we give ourselves a psychological boost when we buy the much more expensive item that rewards us by charging us less per unit.

      You also see it with buying Riot Points. They make it so that the more money you spend, the more Riot Points you buy, but at an accelerated rate. $10 buys more than twice what $5 will get you. What's a riot point worth? We determine it from the $5 price and say that the amount over in the $10 is 'bonus'. And that actually makes us feel better about spending more. After all, we actually saved money in the long run. Assuming we'd shell out the cash in the long run anyway.

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    • an anonymous contributor
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