Can't See My Attack Dmg In League

In this game, damage is registered onto an enemy champion and displayed above them over their health bar. For example, dealing 500 damage to a 1000 health Tristana registers above her and makes it look as though half her health went red. The same amount of damage against a 3000 health Volibear only makes 1/6th of his health go red.
I will explain how all the individual stats that influence damage dealt and damage mitigated combine. First I will explain how damage mitigation works, and then I will explain how damage amplification works.

Feb 05, 2012  in my opinion her Q should be buffed aswell Xerath's Q (lvl 5) does 235+0,6.ap to everything in its way Orianna's Q (lvl 5) is only 220+0,6.ap but the dmg is lowered when the ball hits minions. Isn't it kind of unfair? I mean both of them can spam there Q's but Orianna loses dmg. Armor/Magic penetration = If the enemy is building so much resistance to my attacks that i'm not dealing any damage, i should build one of these depending on my champions skills. Life steal / Spell vamp = Still no clue about this one, but i guess it makes sense since it would heal me and make me last longer in fights. CD reduction = AP champions.

Damage Mitigation

There are 2 ways to mitigate flat damage, health and armor. First damage is reduced by a percentage according to the opponents armor, and then the remaining portion is subtracted from the opponents health. First I will explain health.
Health
Each point of health simply increases the total amount of flat damage required to kill your champion by 1 point. For example, If you have a 1000 health kog'maw that purchases a warmogs armor for 1000 additional health, then kog'maw now has 2000 health and has doubled the total amount of flat damage required to kill him. This means that a 1000 point nuke that would have instantly red-barred kog'maw without warmogs, now only makes 50% of his life bar red.
The percentage of your health that goes red from flat damage is equal to the flat damage after armor and other mitigations have reduced it, divided by your maximum health.
Armor
Each point of armor increases the total amount of flat physical damage required to kill your champion by 1% of your maximum health. For example, If you have a 2000 health renekton, and you purchase a 45 armor chain vest, then now riven must deal 900 (45% of 2000) more total physical damage in order to kill renekton.
CanThe percentage of your health that goes red from flat damage equal to your maximum health, is equal to 100 / (100 + armor).
Armor and Health
Armor and health combine multiplicatively. This word means, that the more that you have of one, the more valuable the other is worth. Obviously, this means that in order to maximize the amount of flat physical damage your champion can withstand, you must have a balanced mix of health and armor. I will illustrate this with an example, which you may check using the facts presented above.
A mundo with 0 armor and 5000 health can sustain 5000 points of flat physical damage before dying.
A mundo with 400 armor and 1000 health can also sustain 5000 points of flat physical damage before dying.
A mundo with 200 armor and 3000 health can sustain 9000 points of flat physical damage before dying.
Damage Amplification

There are 4 ways to amplify damage, flat damage, armor penetration, attack speed, and critical strikes. I will explain them in that order.
Flat damage
Each point of damage you deal negates one hit point your opponent has. You may think of it as the opposite of health. I will give two examples, one with a normal kog'maw and a normal nuke, the other with a kog'maw that purchased a giant's belt for an extra 380 health, and an augmented nuke that does 380 more damage. For our first example, a 1000 health kog'maw receives a 500 damage nuke, which makes 50% of his health go red and leaves him with 500 health left. For our second example, a 1380 health kog'maw receives a 880 damage nuke, which makes 63.7% of his health go red and also leaves him with 500 health left. Each level up, a champion gains a small amount of flat attack damage.
The percentage of your health that goes red from flat damage is equal to the flat damage after armor and other mitigations have reduced it, divided by your maximum health.
Armor penetration
There are four kinds of armor mitigation, flat armor penetration and percentage armor penetration, flat armor reduction and percentage armor reduction. I will explain them in that order.
Each point of flat armor penetration reduces the amount of total flat physical damage required to kill the target by 1% of their maximum health. You may think of it as the opposite of armor. For example, If your opponent has a 2000 health renekton, and he purchases a 45 armor chain vest, then now your riven must deal 900 (45% of 2000) more total physical damage in order to kill renekton. However, if riven has 45 flat armor penetration, then she negates the benefit of renekton's chain vest, and in doing so now needs to deal 900 less total physical damage to kill renekton.
Each 1% armor penetration grants you flat armor penetration, only against that particular target, equal to 1% of that targets armor. Multiple % armor penetration sources do not stack additively, they are applied sequentially. For example, if you have 50% armor penetration, and then you acquire another 50% armor penetration, you actually have effectively 75% armor penetration. In other words, they are applied one after the other, rather than at the same time.
Flat armor reduction and percentage armor reduction works exactly the same way that armor penetration and percentage armor penetration works, except that you literally reduce your target's armor. This is useful if someone else on your team does physical damage, because their damage will be mitigated less if the opponent has lower armor.
Armor mitigation is performed in the following way:
1. Armor reduction, flat
2. Armor reduction, percentage
3. Armor penetration, percentage
4. Armor penetration, flat
So if kog'maw has 50 armor, but renekton reduces it by 50, then none of renekton's percentage armor reduction, percentage armor penetration, or flat armor penetration matters. In fact, none of those things matter for anyone who attacks kog'maw because kog'maw has 0 armor. Keep in mind that flat reduction is the ONLY way to reduces a champion's armor below 0, and they will take amplified damage according to their negative armor.
The percentage of your health that goes red from flat damage equal to your maximum health, is equal to 100 / (100 + armor).
Attack speed
For each 1% of attack speed, your champion's attack speed is increased by 1% of his base attack speed. Keep in mind that 2.5 is the maximum number of attacks a champion can make per second. Each champion has a base attack speed that determines how well that champion scales with attack speed increases. For example, olaf has a base attack speed of 0.694, but annie has a base attack speed of only 0.579. Each level up, champions gain a small amount of % attack speed automatically. For example, a level 18 annie needs 308.88% attack speed from runes, masteries and items to cap out her attacks at 2.5 per second, while olaf only needs 214.1%.
Your base attack speed can be reduced by a % attack speed reduction. For example, the frozen heart reduces the base attack speed of any nearby enemy champion by 20%. Because attack speed increases work off of a % of the base attack speed, a 20% reduction in base attack speed effectively reduces total attack speed by 20%. For example, olaf has 2.5 attacks per second but he is near someone who has a frozen heart, which reduces his base attack speed by 20%. This has the effect of reducing his total attack speed by 20%, so that he has 2 attacks per second, rather than 2.5 attacks per second.
Critical Strikes
The critical strike system in this game is not purely chance. Imagine flipping a coin 10 times. It isn't likely that you will land on heads 5 times in a row, or on tails 5 times in a row, but given ten thousand trials you just might. People auto attack ALOT in league of legends, and so a long time ago the algorithms responsible for handling the critical strike system were changed to make long strings of 'lucky' critical strikes extremely unlikely, and long strings of 'unlucky' non critical strikes also extremely unlikely. Technically, the more consecutive critical strikes you have performed, the less your chances of critically striking on your next attack, and the opposite for consecutive non critical strikes. Your critical strike chance statistic is just a base value that the algorithm is seeded with. The only exceptions are 0% critical strike chance, and 100% critical strike chance.
The game currently does not differentiate between ranged critical strikes and melee critical strikes; they apply the same damage multiplier. A critical strike does 2 times normal damage. There are means of increasing this damage multiplier, through the use of infinity edge for example, which increases your base critical strike damage modifier from 2.0 to 2.5. Critical strike damage stacks additively, so if you take the 10% critical strike damage mastery in addition to the infinity edge, your critical strike damage multiplier is 2.6, rather than 2.0.Can
Only auto attacks and specific spells can critically strike. If a spell can critically strike it will state that in its spell description, and any critical strike damage modifier works normally with it. Examples are gangplank's parrrley, and garen's judgement.
Flat damage, Armor penetration, Attack speed, and Critical strikes
Similar to armor and health, each of the four damage augmentation statistics are multiplicative. This means that a balanced mix of the four statistics will produce more average damage per second than an unbalanced mix will.Dmg
Given all things are equal, attack speed is inferior to armor penetration and flat attack damage in the majority of circumstances. Having 2.5 attacks per second means that your champion must stop moving 2.5 times each second and perform an auto attack animation in order to do their full DPS. This means that an enemy doesn't have to run very fast to make it so that you can't both keep up with him and do your full 2.5 attacks each second.
The one circumstance in which attack speed is superior to armor penetration and flat attack damage is overkill. Overkill is bad because it is wasted damage. Having a larger number of smaller attacks ensures that overkill is diminished.
Keep in mind that 'average' damage per second is a naive approximation. For example, Tryndamere is critically striking for 1000 damage and can kill kog'maw with 3 critical strikes. He watches his attacks carefully to make sure that he doesn't engage kog'maw until he has had an abnormally long string of non critical strikes, in order to maximize his chances of performing a free critical strike on kog'maw. Even though Tryndamere would see greater average DPS by building a mix of stats, in this case he will be able to see a greater amount of DPS over the short 3 seconds during which his DPS matters by simply building a large amount of flat attack damage and critical strike damage, because kog'maw will run from tryndamere anyway. If Tryndamere had only 1 attack per second, it would be sufficient, and if he had 2.0 attacks per second, it would be a waste, because he will not be able to attack that quickly with kog'maw running from him.
EDIT:
Currently I am running 2 duplicates of this thread in the General and the Guides and strategy forums. If couldn't decide where this thread belongs, so a moderator can decide for me and delete the other 2.

In August 2012, League of Legends was the most popular PC game in the world. More than 12 million players across Europe and North America played the game daily, and after nearly three years on the market, into its U.S.-based developer, Riot Games, was looking to expand into Asia.

As the game continued to grow, so did the value of a user account. Players would spend hours unlocking new characters and in-game enhancements called “runes.” They’d also spend real money customizing accounts with things like cosmetic enhancements for their favorite champions. This gave a League of Legends account real value, which in turn spawned a rapidly growing sideline in hacking and selling.

Early on, this was mostly the work of a few small-timers dealing in a dozens of accounts at most. But that month, something on a much grander scale happened. Somehow, a perpetrator gained access to Riot Games’ North American servers. The company never revealed how many accounts were affected.

It appeared that Riot had suffered its first major security breach. It hadn’t.

Almost exactly one year prior, hackers compromised the company’s European server, accessing 120,000 transaction records that contained account information, including encrypted credit and debit card numbers. Riot didn’t disclose the full details of the incident until the end of 2012.

At first, nothing arose from the stolen records. People mostly forgot about the security breaches. Certainly no-one put together that both of the attacks had stemmed from the same group and, largely, one person.

This is the story of a 21-year-old hacker from Queensland, Australia, who pulled off the two biggest hacks in League of Legends history. His detailed account of the events, if true, calls into question Riot’s official accounts—and suggests the attacks were far larger than anyone previously imagined.

By August 2013, League of Legends had continued its extraordinary growth. It had taken the Asian market by storm, becoming most popular played game in South Korea—long considered the “mecca of esports” thanks to the mainstream popularity of pro gaming there. Riot was preparing to host a world championship in October that would pay out $1 million to the winners and be held in a sold-out Staples Center, home of the Los Angeles Lakers.

It was against this backdrop that the hacker, known at the time only by the alias Jason, used information from his security breaches to fire the first of many salvos against Riot.

He revealed himself to the public on Aug. 12. In the middle of a streaming session on Twitch, popular League of Legends streamer James “Phantoml0rd” Varga was suddenly kicked out of his account, unable to log back in.

Someone then transferred all of his League of Legends account information to servers based in Brazil, which would mean Varga would both suffer a lot of lag and be forced to play with Brazilian players. Varga, an experienced streamer, was at a loss to explain how it had happened. He’d always been very careful with his personal information. News of the strange hack quickly spread to Reddit’s popular League of Legends forum.

It turned out Varga had good reason to be surprised. He hadn’t inadvertently handed his information over to anyone. Instead, it had been in the original batch of account info stolen in 2012. And he wasn’t alone. Jason was just getting started.

Over the next few days, other high-profile players saw their accounts transferred to Brazil. Then, an account named “Devil,” which hadn’t been active in more than four years, began posting to a popular chat room in the game and threatening to reveal personal details from other users’ accounts on forums. Each of the brief missives was signed “Jason.”

Jason also somehow obtained admin rights on the forums, which he used to edit user posts and sow confusion. Hundreds of people started to post about compromised accounts. One thread, from a user named GOPGangster, detailed how it happened.

On Aug. 20, Jason contacted him and threatened to take over his account. “I didn’t believe him until my account was taken,” GOPGangster wrote. He knew he “was screwed,” he said, when his friend asked him why he left his ranked team. His account then wrote “I am God, Jason,” and transferred to Riot’s Oceania server.

The password to the account was long and included “lots of random things that would be very difficult to grab,” GOPGangster recalled. “Worst of all, my account had my credit card info saved.”

Stories like this spawned a growing sense of unease among users, many of whom accused Riot of not taking the situation seriously. On Aug. 13, a poster who appeared to be a Riot staffer responded to one of the critiques. He dismissed the attacks as an elaborate “troll.” There had been no breach, he said, and urged people to “put down the pitchforks.”

Another purported Riot staffer added that Jason had been the “the subject of an ongoing investigation.”

“We have found him/her to have been brute-forcing accounts at very high speeds,” the staffer wrote. “Brute forcing” refers to systematically checking all possible keys or passwords until the correct one is found. “There has not been any type of data leak, nor breach.”

But according to Riot, those staffers who were so dismissive of the breach weren’t staffers at all. Their accounts had been hacked—by Jason himself.

• • •

From the gloating he was doing online, it was clear Jason was having a lot of fun with the hacks. They were also proving to be quite lucrative.

Jason sold the legacy skins—cosmetic enhancements that were valuable because they’d been discontinued by Riot—for between $200 and $800 on various forums. Riot forced players to change their passwords and promised a security overhaul.

The company never stated how many accounts were compromised. Jason told the Daily Dot in November 2013 he had access to 24.5 million accounts, a number that can’t be independently verified. Riot Games did not respond to a request to comment on this article.

According to Jason, the sheer volume of accounts was part of why he waited nearly two years before using the information. A database of a few thousand people’s personal information is worth a significant amount on the black market, but one with tens of millions could be worth millions of dollars. The plan was to sell as much as he could before showing his hand.

In fact, Jason probably could have just kept selling off the skins. Perhaps out of boredom, the self-proclaimed “god” began exploring other hacking targets. Not content with finally forcing Riot’s public and embarrassing statement on the 2011 hack, Jason turned his attention to the company’s staff.

In October 2013, Riot president Marc Merrill’s Twitter account suddenly took on a very different tone: It began leaking information from Jason’s earlier hacks, specifically about a project that Riot had stopped working on.

Called League of Legends: Supremacy, the project was a card game similar to Blizzard’s hit Hearthstone. Riot had registered a trademark for it a year previously.

“Well I think this would be a good time to show off Riot’s card game, who wants to see pictures? 50 re-tweets for pictures,” the tweet read. It was signed “Jason (God).”

“Did I mention this game was fully completed but never released?” Jason wrote after tweeting out an image of the game’s loading screen. “Riot doesn’t want you to play this game. Take it up with them.”

He went on to leak an Imgur gallery of card templates, which has since been mostly scrubbed from the Internet, and threatened to release 200 megabytes of artwork into the public domain unless Merrill contacted him directly.

Within an hour of that tweet, Jason relinquished control of the account back to Merrill. The details of what was discussed between the two has never been revealed. Merrill was left with the awkward task of explaining the game away as just an “experiment” that wasn’t ever likely to see the light of day. Once again, Jason had given Riot a very public black eye.

The same night, Oct. 13, two subpoenas were filed against Google and Yahoo for the email accounts “Jking” and “Jasonking999” respectively, both of which had been linked to earlier instances of account-selling. Meanwhile, Jason was still dabbling in compromising the accounts of high-profile streamers and professional players, not knowing that the law was hot on his heels.

That November, police in Queensland, Australia, executed a search warrant at an address for Shane Duffy, a 21-year-old with Asperger’s syndrome who had been home-schooled since the age of 9 because, according to his mother, “the education system did not want him.”

Then in March 2014, the Australian Cybercrime Unit raided Duffy’s home in the small agricultural town of Kingaroy, Queensland, and seized his computer equipment. Police would shortly reveal that Duffy was, in fact, Jason. Riot finally knew the name of its tormentor.

According to police, the League of Legends attacks weren’t Duffy’s only forays into hacking. His group—whose other members are still mostly unknown—had also hacked sites like virtual pet community Neopets. Sources close to the group also claimed he had been involved in the compromise of several esports sites, including the Curse network forums and the SoloMid Networks.

Duffy seemed somewhat nonplussed about the whole thing when we spoke to him. Released on bail pending further investigation, he laughed about how easy it had been to compromise the North American servers. He said it wasn’t “hacking” at all. While he needed hacking skills for his first attack in 2012, he said, it was only Riot’s ineptitude that was to blame for the 2013 attack.

Here’s how he claimed it happened: During their first bout of brute-forcing passwords in the 2012 North America attack, Duffy’s group obtained details for a senior staff member. Aware of the breach, Riot told its employees to change their passwords, but Duffy claims this one employee did not. Through this account, the group was able to access Riot’s servers. Once inside, they dropped in backdoor software that gave them ongoing access to the servers. Riot didn’t detect the backdoor until one of his colleagues got “sloppy,” Duffy said.

By then, the group had access to the first 24.5 million accounts, in chronological order of creation.

Given his predilection for making Riot look bad, it’s hard to know if Duffy’s telling the truth. It’s clear, however, that he hadn’t learned his lesson and was looking to antagonize the company even further. While still on bail, he created a website that was dedicated to wreaking havoc on the game.

Called LoLip-op.com, the website advertised itself as an “IP resolver” for League of Legends. The service was simple: A paying customer could input the name of a player on the opposite team and, provided he was one of those 24.5 million compromised accounts, it could generate an IP address—the unique number that identifies the network you’re using to connect to the Internet—that was linked to that account. Using this, the service would knock the player out of the game.

Another section of the site offered a “stresser,” where users could put in any IP and perform a “stress test” against it: in other words, perpetrate a distributed denial-of-service (DDoS) attack. This would then cause the affected player to be unable to play and, in turn, allow the person using Duffy’s service to easily win the game.

Within a month, Reddit forum posts and esports journalists drew attention to the service. It had proven to be popular, reportedly receiving 880 separate payments in a single month, all of varying amounts. Duffy was allegedly clearing upward of $1,000 a day.

Unable to resist the limelight once more, Duffy popped up on the League of Legends Reddit forum, answering questions, antagonizing people who objected, and talking about some of his earlier escapades. Duffy’s DDoS tools became a huge source of controversy in the League of Legends community. So it’s perhaps not surprising that, shortly after this decision to resurface, police again arrested him. His equipment was once again seized, along with $110,000 worth of the virtual currency Bitcoin.

Since being caught, the man who called himself a “king” and a “god” has looked anything but, with his mother coming to his defense. She toldThe Australian that her son is no criminal mastermind, regardless of his public persona.

“Shane’s capable,” she said. “But then the information he had and accessed was freely available on the Internet. Somebody else has thrown the database out there.”

Can't See My Attack Dmg In League Of Legends

Duffy appeared in court on April 23, 2014, where the judge prohibited him from going online before and during the trial. He faces nine charges related to hacking Riot servers, including five counts of fraud.

Can't See My Attack Dmg In League Pc

Duffy’s three-year war against Riot Games may have ended the day he was arrested, but League of Legends continues to grow. Its slick esports competitions, featuring the most structured professional league format in North America and Europe, have drawn the curious attention of mainstream media, including ABC and HBO. Around 30 million people play the game daily. Duffy’s war may have ended, but he surely isn’t the last Jason.