Saturday, October 30, 2010

Upcoming patch notes



* Shadow Dance

o Time to gain Essence of Shadow charges is reduced by cooldown reduction effects.

o Time to gain next charge does not progress while you are at maximum charges.


* Magic Resistance per Level increased to 1.25 from 0


* Valkyrie

o Increased the range to 800 from 700.

o Increased the base speed to 650 from 500.

* Missile Barrage

o Missile Barrage now scales off 20% of his total attack damage in addition to ability power.

o Time to store a missile is reduced by cooldown reduction effects.

o Time to store next missile does not progress while you are at maximum missiles stored.

o Corki respawns with 4 missiles.

Dr. Mundo

* Magic Resistance per Level increased to 0.75 from 0.5


* Essence Flux

o Changed the attack speed increase to be additive rather than multiplicative.

o Reduced the cooldown to 9 seconds from 10 seconds.

* Trueshot Barrage

o Increased the AP ratio to 0.9 from 0.8.


* Dark Wind

o Cooldown reduced to 13 seconds from 14 seconds.

* Drain

o Increased the damage to 60/90/120/150/180 from 50/75/100/130/160.

o Reduced the cooldown to 10/9/8/7/6 from 10.


* Idol of Durand

o Fixed a bug where Idol of Durand could break a target's Spell Shield or Banshee's Veil and still taunt them.


* H28-G Evolution Turret - Improved AI against enemy champions

o Enemy champions who attack Heimerdinger near an H28-G turret will now become the focus of that turret.

o UPGRADE!!! will now cause all H28-G turrets to focus enemy champions for the duration.


* Empower

o Empower now properly procs Rylai's


* Bouncing Blade

o Reduced the cooldown to 9/8.5/8/7.5/7 from 10/9.5/9/8.5/8.

* Killer Instinct

o Reduced the cooldown to 20/18/16/14/12 from 22/20/18/16/14.


* Updated PVP.Net tags and character ratings

* Updated Recommended Items

* Finales Funkeln

o AP ratio increased to .85 from .75


* Ground Slam

o Fixed a bug where Ground Slam would go through spell shields.

* Unstoppable Force

o Fixed a bug where the stun wouldn't last long enough. Unstoppable Force now stuns for 1.5 seconds up from 1 second at all ranks.

* Magic Resistance per Level increased to 1.25 from 0

Miss Fortune

* Ricochet Shot

o Reduced the damage dealt to the secondary target to 115% from 120.

* Make It Rain

o Reduced the slow duration to 1 second from 1.5 seconds.


* Mace of Spades

o Base damage increased to 80/110/140/170/200, from 20/40/60/80/100

o Now scales off of only bonus Attack Damage, rather than all Attack Damage (so Q doesn't scale with Mordekaiser's level)

o Now deals 75% bonus damage if Mace of Spades only finds 1 target

o Cost reduced to 20/25/30/35/40 from 30/35/40/45/50

o The main target of Mace of Spades now generates shield for Mordekaiser

* Creeping Death

o Increased base damage to 24/38/52/66/80, from 16/32/48/64/80

o Increased AP ratio to 0.2, from 0.15

o Greatly increased missile travel time when casting it on an ally

* Siphon of Destruction

o Damage reduced to 65/105/145/185/225 from 85/110/155/200/245

o AP ratio increased to 0.6 from 0.4

o Base shield generation reduced to 1/2/3/4/5, from 6/9/12/15/18

* Children of the Grave

o Spell

+ Now steals 24/29/34% of the target's maximum health over the duration, up from 24/28/32%

+ Now deals half damage initially and half damage over time

+ Duration increased to 10 seconds, from 8

+ Total AP ratio over the duration increased to 0.04, from 0.016

+ Fixed a bug where Children of the Grave was improperly blocked by Black Shield

o Pet

+ The pet now gains 75% of Mordekaiser's Ability Power and Damage at all 3 ranks (from 65/75/85%), and the ratio itself no longer increases with Mordekaiser's AP

+ The pet now gains 15% of Mordekaiser's Health, down from 50%

+ Mordekaiser now gains 20% of the pet's Ability Power, down from 25%

+ Mordekaiser now gains 20% of the pet's Attack Damage, down from 25%

+ Fixed a bug where the pet was not generating shield for Mordekaiser when hitting inhibitors

* Iron Man

o Shield generation increased to 30%, from 25%

o Fixed a tooltip bug (his maximum shield value was always 20 lower than the tooltip showed)

* General

o Fixed bugs where several components of some spells generated shield equal to 20% of the damage dealt instead of 25%

o Fixed bugs where several tooltips did not properly reflect cooldown values with cooldown reduction factored in

o Fixed a bug where occasionally Mordekaiser could generate shield multiple times from a single source of damage (causing a huge spike)

o Reworded/simplified several tooltips


* Defensive Ball Curl

o Reduced the base damage return to 22/28/34/40/46 from 26/32/38/44/50.

o Fixed a bug where the tooltip was not displaying the proper bonus damage return.


* Boomerang Blade

o Boomer Blade now scales with 75% of Sivir's attack damage.

* Increased health per level to 82 from 76.


* Song of Celerity

o Fixed a bug where song of discord was granting more movespeed than intended. (23% decrease)

* Crescendo

o Cooldown increased to 170/150/130 from 160/140/120.


* Noxious Trap

o Noxious Traps no longer give any gold as a bounty when killed, down from 25.

o Noxious Traps show their remaining duration when selected.


* Ambush

o Attack speed reduced to 30/40/50/60/70% from 30/45/60/80/100%.


* Tiger Stance

o Fixed some bugs where certain items would have their damage cut down to 1/3. They now deal full damage on Tiger Hit. (Affected items are Madred's Razors, Wriggle's Lantern, Sheen, Lich Bane and Trinity Force)

Xin Zhao

* General

o Xin'Zhao is now properly considered melee, so he gains full effect from items like Youmuu's Ghostblade and Frozen Mallet.


* Trinity Force stats modified.

o Cost: Unchanged

o +30 Attack Damage (up from 20)

o +30 Ability Power

o +30% Attack Speed (up from 25%)

o +15% Critical Strike (up from 12%)

o +12% Movement Speed

o +250 Mana (down from 300)

o +250 Health (down from 300)

Summoner Spells

* Exhaust is now properly flagged as a slow + blind.



  1. Thank you for the info', no Eve rework again though. :(

  2. Suggestions for Katarina:

    Give Killer Instinct interaction with Death Lotus, a 0.5+0.2/level cc immunity. This will mainly help for higher level play as players will usually cc you straight away when you ult. Lower level play players will probably only try to cc you after the effect has worn off due to slower reactions.

    For her passive change it to redeuce all cool downs by 1/1.5/2seconds whenever a unit is killed, and 10 seconds when getting a hero kill or assist, remove the +gold part. Usually, if her current passive is affecting a team fight, it is often when your team is already doing well, while games where your team isn't doing so well her passive does not have much effect. This change helps so her passive is always useful.

  3. Im not a tester (:/), but this change to Morde:

    Now deals 75% bonus damage if Mace of Spades only finds 1 target

    in addition with

    Shield generation increased to 30%, from 25%

    makes me see him mid in almost every game. With Ashe, Tristana or any other AD carry (except Koggi, but I play most MF and Ashe) with a quite "short" range, this will end horrible. Mordes range is better then theirs and u will allways being hit by him, if u try to farm.

    Sounds like an easy FB mid at level 6 for him.

    Cant wait to see that live ... (I hope Im wrong)

    Anyway, I like ur work. Keep on

  4. no panth buff boo!

  5. hm yeah no more ap (nashors and hextech <3) sivir :/

  6. Could you at least increase Sivir´s auto attack range to 450 or 500? I´m tired of throwing 3 auto attacks at the tank (attacking the squishies behind him is pretty much impossible with that range) just to get focused by the entire enemy team and flash out with 1/4 of my HP left. This is going to be even worse if you decide to remove flash from the game. I mean sure she has ricochet which looks good on paper but against a smart team it just doesn´t do much to enhance her auto attacks because they just gonna focus you and force you to retreat. Right now I really don´t know what Sivir is supposed to be. Is she a carry, a support or something in between that could be replaced with pretty much any other ranged carry of full support champion? Give her a range of 500 so you can actually use her without having to fear to be called useless by your own team.

  7. Please leave Mord alone, he is fine and these changes are probably going to ruin him. Rework his Q if you must and leave the rest be.

  8. Crutan: Currently Mace of Spades deals double damage when it only finds one target. With the patch it will be reduced by 25%.

  9. Thnx for the notes, greatly appreciate them. A question I have, so no more AP sivir as Boomerang scales with AD but will that considered magic or physical damage. Will it be mitigated by armor or magic res ? Cause if you need the latter it's kinda OP just like Kog'maw doing both kind of dmg with razors. I read some red post saying they don't want that mechanisms to exist (dealing both kind of dmg with 1 champ).

  10. Awesome! Stupid scrapmetal can will be hit by a nerfbat! I surely do hope this comes through..

    Im a little sad about no Eve rework.. but i am enjoying her last buff very much. Sivir Boomerang Blade is a big buff.. No more AP sivir's doing silly stuff.

  11. . Unstoppable Force now stuns for 1.5 seconds up from 1 second at all ranks.

    Unstoppable Force - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.

    Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5/1.75/2 seconds.

    Shurelia, could you clarify this for me, please.
    Thanks in advance.

  12. is this a morde buff or nerf?

  13. Who the hell knows what RIOT is doing to the champions. Their patch notes look more and more like a sine wave. -1 here +1 there... ohh wait we broke it let's bring it back to 0.

  14. These are fake. Probably the most obvious "fake" alarm is the change to Morde's Q. That'd be disgustingly overpowered late game and wouldn't do anything to make it more useful outside of dealing damage.

    If you run the numbers these changes to his Q would make one Q cast at 18 deal 200+230+75%=752 damage with no items except Sheen. With a Triforce and an IE and nothing else his Q would do just under 1500 damage, no way in hell would Riot make a change like that.

  15. "These are fake. Probably the most obvious "fake" alarm is the change to Morde's Q. That'd be disgustingly overpowered late game and wouldn't do anything to make it more useful outside of dealing damage.

    If you run the numbers these changes to his Q would make one Q cast at 18 deal 200+230+75%=752 damage with no items except Sheen. With a Triforce and an IE and nothing else his Q would do just under 1500 damage, no way in hell would Riot make a change like that."

    Your math is way off.

    It would be 200 + Sheen dmg which is obviously 0 = 200.

    With Triforce and IE, IE gives 80 while Triforce gives 20.

    200 + 100 = 300. And this is if they are by themselves. Triforce will give the user 150% damage of their attack damage, not including Mace of Spades. This is 200 + 100 + Whatever your attack damage is = ???

    Not overpowered. It is reasonable because Mordekaiser's Q was scaling as he was leveling it up, making it indirectly more powerful with only level 1 in it, even though no one levels W and only Q and E.

  16. The damage of Mace of Spades is 100% of AD+(bonus AD+200) the total of which is multiplied by 1.75 if there's only a single target. It's an on-next-swing ability and you're not taking into account the fact that it deals your normal attack damage in addition to the ability's damage, the same as Poppy's Dev Blow and Nasus' Siphoning Strike do.

    My math is correct.

  17. Actually I take that back, my math wasn't correct if Mace of Spades ends up applying Sheen/Triforce's damage to the "bonus attack damage" coefficient. If it does, then my numbers are actually between 100 and 200 points lower than what the damage would actually be.

  18. Which ultimately means that provided that IE+Triforce morde crits, we'd be looking at a ~2000 damage melee swing that ignores armor. Sounds totally fine to me :|

  19. Unfortunately IE + Triforce doesn't take into account criticals. It only takes your attack damage.

  20. Mordekaiser's Q doesn't ignore armor it deals magic damage.

    I don't understand where you are getting ~2000 damage from...could you at least post your math.

    The new patch notes say that it doesn't take your regular base damage but only your BONUS attack damage.

    That's why I said at level 5:

    200 Damage from Q + Base Damage (Because Q is a proc) + Bonus Attack Damage

    If target is alone, and you have IE and Triforce:

    200 + (I.E.)100 + 20(Triforce) + 80(IE) = 400 Magic Damage

    400 * 1.75 = 700 Magic Damage (Not taking into account MR or anything)

    If you add in your Triforce Damage, it only takes 150% (or whatever) of your ATTACK DAMAGE:

    Base DMG of 100 + IE(80) + Triforce(20) = 200*150%=300 Extra damage

    So: 700 + 300 = 1000 Magic Damage (No MR)

    Take this into account that Mordekaiser would be extremely squishy due to the fact that you would be spending about 8k gold on these two items.

    So let's take in a squishy target with 36 MR(LvL 18): (I believe it's 24% damage reduction from magic damage)

    1000 * .76 = 760 Magic Damage

    This is no critical damage.
    I don't think this would be a good build on Mordekaiser even though it would do a very good amount of damage...he would be too squishy and get focused extremely fast.

  21. You're misunderstanding the patch notes, because you don't understand how MoS currently works.

    Currently Mace of Spades deals damage equal to your attack damage(115 at level 18), because it is on a melee attack. In addition to that, the spell itself deals damage equal to 100 plus your attack damage, with an extra 100 damage if there is only one valid target. So a level 18 mordekaiser would deal 115+315 damage on their next melee swing as magic damage.

    The change is that it doesn't take into account your base melee damage added to the bonus damage anymore, it only takes your bonus damage from buffs and items and adds it to the spell damage. So it does your melee swing damage for being a melee attack, and then on top of that mace of spades adds an additional amount equal to your total _bonus_ damage, plus 200. The sum of this amount is then increased by 75% if the target is alone. All of that damage is then converted to magic damage.

    No, AD morde wouldn't be a good build in spite of this, but getting a 2k damage melee swing after finishing your core build is pretty absurd considering it'd be magic damage and not physical(and thus it would ignore any armor the target had bought to counter your high autoattack damage).

  22. Just to add a TLDR version: Mace of Spades' entire amount of damage is all bonus damage added to your attack, just like how Lichbane adds your AP to your next melee swing, it doesn't replace your next melee swing's damage with damage equal to your AP. You're forgetting that.

  23. Lastly, to add my math since it isn't in the above posts:

    Base Damage: 115
    Bonus Attack Damage:80(IE)+20(TF)
    Total base damage(TBD) is 215.

    TF proc damage(TFP)=TBDx1.5=322.5

    MoS damage(MOS)=200+Bonus Attack Damage(80+20)=300.

    Single Target bonus damage(SBD)=MOS+BADx0.75=386

    Total Damage(TD)=SBD+MOS+BAD+TFP=1223.5.

    Crit damage bonus(CDB)=BADx1.5=322.5

    Total damage on crit=TD+CDB=1545.

    If Mace of Spades' single target damage bonus also affects the damage of TF, then add another TFPx0.75=241 damage, for a total of 1786 damage(hence where I got the "almost 2k damage" from).

  24. Err my mistake, forgot to apply the SBD multiplier to the CDB, so the total is actually 241 higher. Total damage on crit would actually be 1786 and if SBD affects the TFP damage then the total would be 2027.

  25. "Mordekaiser's Q doesn't ignore armor it deals magic damage." So Magic damage is reduced by armor now? Think before you type people!

  26. Your forgetting that currently the damage bonus for 1 target ONLY APPLIES TO THE DAMAGE OF THE SKILL not your auto attack damage, I imagine that it will be much the same with the changes I mean read what it says very carefull. Only the damage multiplier is changing, not what it multiplys...

  27. So Magic damage is reduced by armor now? Think before you type people!



    And exactly what I said "Mordekaiser's Q doesn't ignore armor because it deals MAGIC DAMAGE." And obviously I meant MR. Simple mistake of mine that could've been less of been less importance. Sigh. Read first. Comprehend. Then answer.

    And yes, the bonus damage (75% extra on one target) ONLY MULTIPLIES THE BONUS DAMAGE FROM MACE OF SPADES ITSELF. Not anything extra.

    And yes, I forgot to include the extra attack damage from IE and TF.

    And you don't understand mechanics of base damage. Base damage does NOT include extra damage from items. TF only gets extra 150% damage from your damage from leveling up, excluding any items.

    Infinity Edge also gives 250%, so you multiplied by 1.5 is incorrect.

    215 * 2.5 = 537.5
    BaseDamage + BonusDamage(Items) * 250%(IE)

    Again..."forgot to apply the SBD multiplier to the CDB":

    DO NOT APPLY the SBD multiplier. The 75% extra is only for the 200 damage, nothing else.

    I will change my math here:

    I will state this as an example:
    Base Damage = 100
    IE + TF = 100

    If target is ALONE:
    200*1.75 + 100 = 450
    Damage from Q * 75% Bonus Damage + Bonus Attack Damage(IE & TF)

    Now, we add in a critical strike:
    100 + 100 = 200
    Base + Bonus

    200 * 2.5 (IE) = 500 This is sort of the "base damage" because it is now a critical strike.

    Base Damage * 2.5 = 250 Look on LoLwiki. It increases your base damage by 150% for your next attack, excluding any bonus damage.

    Long math: 100 + 100(100%) = 200
    100 * .5(50%) = 50
    200 + 50 = 250

    Is only 1200 Damage.

    I'm assuming that the 75% damage is applied to only the base damage on Mace of Spades, which is the 200 damage, since the double damage of the current skill is applied to the base damage of Q.

    Mistakes from both of us: Only include base damage in one calculation: the Infinity Edge Critical Damage. I added it once in the Q proc and another in the IE...

  28. And I forgot to put in that this damage is TRUE DAMAGE. Meaning it's not yet reduced by MR or any damage reduction items like Leviathan.

    At level 18, champions have a natural MR of 36. This means 24% damage reduction from magical damage.

    1200 * .76 = 912

    This is to squishy people only.

    Tanks: 1200 * .5 = 600 Magic Damage (100 MR)

  29. I just need to say, why did u just listen to twitch cryers?he was fine, he didn't need a nerf...

    anyway, good patch notes.

  30. The same reason they listened to the Garen criers. Hurp Durp face check bush. Oh look, they have a Twitch, lets not buy Pink Wards or Oracles... Better still, lets not take exhaust when we see twitch picked...

  31. [Random feedback]
    You shouldn't nerf Bloodrazor and Ashe and Leblanc.
    Range of new Katarina is too short, her ult is already bad enough..
    Love new Corki and Amumu.
    [/Random idiot feedback]

  32. i love max zhangs balls

  33. ...update this blog

  34. is this blog dead?

  35. OMG , no news , what the fuck?

  36. Shurelia you have forgotten to post on your blog for almost 1 month :P Come on, give us a taste of what's coming next :D

  37. You morons leaving feedback suggestions do realize that this blog does NOT belong to the Riot employee Shurelia, right? This page belongs to someone who was trolling Shurelia by naming the blog after her.

    The reason it has not been updated in ages is likely because the owner was removed from the Test Realm, or just doesn't want to waste time leaking info that changes constantly anyway.

  38. This PTR Leaker most likely got discovered and banned from PTR. So, no more leaks from this site.