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|description= |
|description= |
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{{gold value|Base Statistical Value}} |
{{gold value|Base Statistical Value}} |
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− | * |
+ | * 30 [[armor]] = {{g|600}} |
+ | * 250 [[mana]] = {{g|350}} |
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* 50 [[ability power]] = {{g|1088}} |
* 50 [[ability power]] = {{g|1088}} |
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− | * |
+ | * 10% [[cooldown reduction]] = {{g|266.67}} |
− | * |
+ | ** '''Total Gold Value''' = {{g|2304.67}} |
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{{gold value|Statistical Value per Passive Charge|nolink=}} |
{{gold value|Statistical Value per Passive Charge|nolink=}} |
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* 50% [[critical strike chance]] = {{g|2000}} |
* 50% [[critical strike chance]] = {{g|2000}} |
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** '''Total Gold Value''' = {{g|2218}} |
** '''Total Gold Value''' = {{g|2218}} |
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− | '''Total Stat Value (With Passive)''' = {{g|4556}} |
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{{gold efficiency}} |
{{gold efficiency}} |
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− | * {{ii|Zeke's Harbinger}} is {{gec|Zeke's Harbinger| |
+ | * {{ii|Zeke's Harbinger}} is {{gec|Zeke's Harbinger|2304.67}} gold efficient without its passive and its active. |
− | * At 100 charges, this item grants 20% increased [[ability power]] and +50% [[critical strike chance]] to both the wielder and an allied champion. This is worth at least {{g|2218}} for the wielder, and {{g|2000}} for the allied champion, making the item {{gec|Zeke's Harbinger| |
+ | * At 100 charges, this item grants 20% increased [[ability power]] and +50% [[critical strike chance]] to both the wielder and an allied champion. This is worth at least {{g|2218}} for the wielder, and {{g|2000}} for the allied champion, making the item {{gec|Zeke's Harbinger|6522.67}} gold efficient. |
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{{Items}} |
{{Items}} |
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[[Category:Cooldown reduction items]] |
[[Category:Cooldown reduction items]] |
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[[Category:Ability power items]] |
[[Category:Ability power items]] |
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[[Category:Armor items]] |
[[Category:Armor items]] |
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[[Category:Mana items]] |
[[Category:Mana items]] |
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Revision as of 13:27, 29 June 2016
Cost Analysis
- 30 armor = 600
- 250 mana = 350
- 50 ability power = 1088
- 10% cooldown reduction = 266.67
Statistical Value per Passive Charge
- 10 ability power (from passive) = 218
- 50% critical strike chance = 2000
Total Stat Value (With Passive) = 4522.67
Gold efficiency
- 102.43% gold efficient without its passive and its active. is
- At 100 charges, this item grants 20% increased ability power and +50% critical strike chance to both the wielder and an allied champion. This is worth at least 2218 for the wielder, and 2000 for the allied champion, making the item 289.9% gold efficient.
Similar Items
Strategy
- Cooldown reduction, ability power, mana, and armor.
is made for duo lane, with the support having this item. It provides stats that are useful for this role:
- While nearby, the Conduit and the support will both generate charges. Upon reaching 100 charges, you can activate the passive to grant the both of you 20% increased AP and 50% critical strike chance for 5 seconds.
- Conduit gains 4 charges per attack.
- Conduit gains 8 charges per ability.
- In most cases, the increased AP will mostly be useful on the support, granting additional damage and/or better shield / heal. And the critical strike chance will mostly be useful to the ADC, even though 50% critical strike chance on a support might be useful somehow.
Development
In trying to balance auras, not only do you have to account for the super-strong case (five friends stacked up together) but, on the flip side, you've also got to be thinking about the times when it's just you and a buddy. Keeping an aura balanced for both cases is often a difficult challenge and, even if we can solve for that, usually leaves us wondering how to add satisfying gameplay beyond... an aura. This was the first reason we decided to take on a
remodel when bringing more support itemization to the scene.We wanted to build a high-impact “let's get some hurt in the mix" item that still identified itself as a support tool. Like how
is the item you buy when you know there's one mate you need to protect, should be the aggressive counterpart for when you want to smack some faces. As an additional goal here, we really wanted to amp up the satisfaction for the support – something that the old suffered from (unless you really liked auras, we won't deny that).Why not just make a new item and leave
in? We very lightly poked this topic with but might as well address it now. Beyond the issue of leaving an extremely difficult to balance item in the game (particularly one that is relatively weak until the "right" team comp taps into it [and then it becomes very, very strong]), when something becomes so niche in its optimal use it can quickly become a trap item for players believing all items (and item premiums) were created equal. We do want to support the ability for players to make smart, contextualized decisions based on the state of the game, but can't do so by leaving really specialized things lying around. Instead, our hope is to either focus an item so that it becomes a clear choice for a broad enough set of champions (see: ) or we can normalize and push out a wider swathe of options that are actually supportive of Good Decisions (see: our ability power item changes).
Patch History
- Armor reduced to 30 from 35.
- Timer before charge is lost reduced to 5 seconds from 8. Buff duration unchanged.
- Fixed a bug where it was granting 250 health.
- Buff duration increased to 8 seconds from 6 seconds.
- Charge per attack reduced to 4 from 6.
- Charge per cast reduced to 8 from 12.
- New Effect: Your conduit now generates half as much charge on their attacks and abilities.
- New Effect: You retain the current stacks if you change conduit, rather than the current stacks reseting.
- Bug Fix: Fixed a bug where triggering Zeke's empowerment effect wasn't granting assists.
- Added to the game.
- Replaces .
References
List of Items
- Starter items
- Potions and Consumables
- Trinkets
- Distributed items
- Boots
- Basic items
- Epic items
- Legendary items
- Ornn's item upgrades
- Champion exclusive items
- Minion and Turret items
- Special Game Mode Items
- Removed items