TLDR: I look at how path construction and inverse times affect Ryze’s 3-point raw force curve. The findings are presented below.

With the S11 element change, Ryze has new constructs to explore. I’m not going to pay attention here to what gets built, but when it gets built. For a given kernel of 3 elements, there are many ways/combinations of components possible to achieve the end result.

All of these combinations have different power curves with peaks and valleys that greatly affect lifetime. Moreover, the timing of Ms. Rice’s recall has a significant impact. I will soon understand everything, but first I have a few important things to explain!

Background

Assumptions are extremely important in the construction of the calculations. I’ve done a lot of it.

– I calculated this with a gold yield of about 6 cpm. It’s pretty low (I chose it because it’s the average for all ranks). If you expect a higher income, the peaks change and the time frame becomes shorter.

– I have made many adjustments to the value of gold. AP alone doesn’t give full combat power, so I converted the other stats to gold (and then the corresponding amount of AP) to get a better idea of Ryze’s power at any given time.

Health has a base value of 1.4 gold, and armor has a base value of 20 gold. This means that armor is roughly replaceable by 7.5 health.

But that’s not quite right! If the stats were indeed interchangeable, then 1 extra armor point and 7.5 health points should yield similar eHPs. Not for rice. Here are the points where gold’s relative values are correct (relative to the growth path of Ryze’s underlying statistics):

http://server.digimetriq.com/wp-content/uploads/2021/02/Looking-at-Ryzes-build-power-curves-and-their-interactions-with.png

It may be more intuitive to look at the graph of the smallest eHP difference. 7.5 HP begins to lose armor level 5, with no further health/resistance bonuses:

https://preview.redd.it/5t1n56u7plg61.png?width=600&format=png&auto=webp&s=ae0f18c790ade847351d6b6a547176b9eba420e4

I took this into account by moving the value between the statistics. If the armor gives more eHP than hit points, I put a proportionally higher gold value on the card at that point. If you don’t want to accept this, remember that the Ruby/Kindlegem (and probably Seeker) peaks are smaller than they would be if the gold values were constant.

I gave Omnivamp 80 gold pieces. I don’t think the official derived value of Gold 40 is important. I’m trying to derive a reasonable value, but so far I’ve had to set an arbitrary value.

Magic feather = 80 gold; for the same reason as Omnivamp. I don’t think a flat nib is worth only 2.17 AP. Is Luden as good if the mythical ferryman has 11 APs per legend instead of 5 flat handles? No, of course not. I think 80 is closer to the actual performance of a flat pen than 40.

Passive Luden Echo (burst + velocity) = 668 gold, based on the assumptions here.

I completely avoided Everfrost’s activity in the gold calculation because I wasn’t sure about the gold price. I’m using the current PBE construction route.

The stopwatch receives 650 gold; since I kept a static component order (Investigators -> Fiendish -> Stopwatch), the low cost of the Jonja combo means that both the stopwatch and the completion of the active Jonja lead to the same challenge. I give him 650 gold (chronometric value) on this basis and add an additional gold value on later spikes (assuming Jonja gets a useful activation of 650 gold every 5 minutes).

I have reduced the gold price for the Haste capacity to 80% of its original value. While valuable to Ryze, it’s not effective as a damage amateur because of Ryze’s excellent throw times. EQ has a casting time of 0.5 seconds, which is not affected by the Hurry ability, and is often used (with W combos, which have a casting time of 0.75 seconds). The actual reduction rate is arbitrary; when I come back to it, I’ll calculate it to really reflect the inefficiency.

I didn’t want to make a four-person job of replacing Ryze’s various boots. That’s why I made the generic boots. That’s 1100 gold, and there’s enough flat AP to make a total return of 140% gold.

Problems affecting accuracy:

Due to lack of time and the limitations of spreadsheet mechanics, I have some downsides.

– As mentioned earlier, the static component layout does not fully reflect the versatility/options of some build roads.

– There is always the possibility of human error. I often make mistakes and expect to find something when I apply.

– The values of the gold I use are not infallible; I may be wrong about some assumptions, and values like penetration change with enemy resistance. Stasis resources require a lot of skill, and I may overestimate how the average player uses them if they choose the default.

– You can’t change Lindree to a seamless version (there are many complications with burn assessment and different body trajectories). I got him out of here. You can make rough comparisons between Zhonyas and Banshees in a given build progression, as you can in Seekers vs Verdant has similar dynamics.

– As mentioned earlier, my earnings expectations for gold are low.

– The element Generic Boots does not fully reflect the situational strength of all choices in the real world.

built

These are the buildings I was looking at. I chose to start with the cracked glass or the sapphire glass, depending on what made the most sense for the design in question; it doesn’t make much difference.

Standard (Luden’s) Full load (up to LC) Complete Seraphim Full Zhonya  
Ludens Rush 1 Bra LC to Seeker, boots on Seraphim complete. The rest of Jonja.  
Ludens Armguard Rush 2 T1 boots for the seeker Lost Chapter + Finished Boots Full loads Full Seraph + rest of Jonas
Luden’s boot rush Regular boots Full loads Seraphim complete. The whole woman.
Ludens Boots Rush + Seeker’s Common boots for the seeker Full loads Seraphim complete. The rest of Jonja.
Ludens LC Sit + Boots Rush Common boots for the lost chapter Seraphim complete. The rest of Luden’s book The whole woman.
Ludens LC-seat + Rush armrest T1 boots + viewfinder Lost Chapter + Shared Boots Seraphim complete. Full charges + the rest of the Zhona
LC Luden’s LC Sit + Quick Seraph’s Boots T1 + lost chapter Seraphim complete. Shared boots + full ludens The whole woman.

Luden + Jonja 2, riding boots General purpose boots Full human Full Zhonya Complete Seraphim
Ludens + Zhonyas 2nd, Armguard Rush T1 boots + viewfinder Full loads The rest of Jonja. Seraphim complete.
Siege of Ludens LC + Zhonya Rush T1 boots + viewfinder The lost chapter The rest of Jonja. Séraphine + Luden Remnant

Replace Luden with Everfrost for the second half.

Chucks

As mentioned earlier, I converted the combat related stats to flat PD to get the combat power stats. It’s not a value in play.

In the following graphs I have plotted the distance of the average peak per minute. For example, if a given build B. reaches 50 for 18 minutes, it means that the build’s combat power is 50 higher than the average. If the curve goes from -50 to 13 minutes to +50 to 18 minutes, that doesn’t mean the combat power increases by +100. All values are relative.

The constructs are divided into three sections (for ease of reading and comparison); however, the average peak values for all constructs are taken. This means that each set of three graphs has a common Y-axis, which allows for a rough comparison (again, the errors/inaccuracies in my calculations make it difficult to compare exact peaks).

https://preview.redd.it/2ekms4b9olg61.png?width=1059&format=png&auto=webp&s=cc56f8cb00940828274563a06adac1e29d09f03c

  3.00 8,00 13,00 18,00 23,00 28,00 33,00 38,00
ultraviolet radiation 12.41 1.44 -14.03 -32.15 46.23 63.53 -44.15 -5.00
L A R 1 12.41 -4.70 -22.24 -6.22 63.81 -29.18 33.46 -19.06
L A R 2 -2.48 -3.62 6.94 -10.90 54.44 -10.79 15.07 -0.67
L.B.R. -2.48 10.73 -7.12 -38.04 34.44 61.28 -44.15 -5.00
L B R+ S -2.48 -11.61 24.55 -32.31 54.44 -29.18 33.46 -19.06
L LC Seat + B R -2.48 10.73 18.78 -18.04 -8.14 66.11 -44.15 -5.00
L LC Seat + A R -2.48 -3.62 1.04 3.20 -27.46 10.14 56.04 -19.06
L LC Seat + Q S -2.48 17.65 -55.27 67.17 -26.22 66.11 -29.15 -5.00

http://server.digimetriq.com/wp-content/uploads/2021/02/1612949740_991_Looking-at-Ryzes-build-power-curves-and-their-interactions-with.png

  3.00 8,00 13,00 18,00 23,00 28,00 33,00 38,00
Madness 12.41 1.44 16.26 -8.31 -59.33 45.14 -44.15 -8.39
E A R 1 12.41 -4.70 -22.24 22.87 -16.70 -29.18 15.07 -22.45
E A R 2 -2.48 -3.62 1.04 25.54 -39.33 -29.18 15.07 -22.45
E B R 1 -2.48 10.73 23.17 -20.10 -59.33 45.14 -44.15 -8.39
E B R + S -2.48 -11.61 24.55 10.03 -39.33 -29.18 15.07 -22.45
E LC Sit + B R -2.48 10.73 18.78 -18.04 16.25 -28.10 -44.15 -8.39
E LC Sit + S R -2.48 -3.62 1.04 3.20 -27.46 12.48 -16.12 -22.45
E LC Sit + Q S -2.48 17.65 -55.27 67.17 -1.82 -28.10 -44.15 -8.39

https://preview.redd.it/h165g1qaolg61.png?width=1044&format=png&auto=webp&s=eb8ddb3b715364a69b228dd7b1f6a7033a186c12

  3.00 8,00 13,00 18,00 23,00 28,00 33,00 38,00
L + Z2, B R -2.48 10.73 -7.12 -32.15 44.85 2.65 2.26 31.32
L + Z2, A R -2.48 -3.62 1.04 -16.80 54.44 -16.09 2.26 31.32
L LC Seat + Z R -2.48 -3.62 1.04 -3.35 15.30 -38.42 41.58 57.30
E+ Z2, B R -2.48 10.73 32.98 -29.91 -48.92 10.02 2.26 12.93
E + Z2, A R -2.48 -3.62 1.04 25.54 -39.33 -8.73 2.26 12.93
E LC Seat + Z R -2.48 -3.62 1.04 7.41 15.30 -38.42 54.68 37.51

http://server.digimetriq.com/wp-content/uploads/2021/02/1612949740_684_Looking-at-Ryzes-build-power-curves-and-their-interactions-with.png

  3.00 7,00 11.00 15,00 19,00 23,00 27,00 31,00 35,00 39,00
ultraviolet radiation 12.41 12.02 -52.31 34.13 -58.26 65.38 7.94 20.92 -2.90 -13.71
L A R 1 12.41 12.02 -26.65 -51.77 58.25 38.27 -32.06 50.51 -12.27 -23.08
L A R 2 -2.48 -13.93 -0.83 45.77 3.81 11.51 -32.06 50.51 -12.27 -4.69
L.B.R. -2.48 5.11 37.95 -38.90 43.64 -48.32 7.94 18.67 -2.90 -13.71
L B R+ S -2.48 21.42 -42.96 40.76 -18.26 33.58 -32.06 50.51 -12.27 -23.08
L LC Seat + B R -2.48 5.11 37.95 -53.00 1.74 11.00 -12.06 43.51 -2.90 -13.71
L LC Seat + A R -2.48 -13.93 -0.83 33.97 -38.26 -8.32 67.26 13.09 -12.27 -23.08
L LC Seat + Q S -2.48 2.52 -0.70 -13.00 21.06 -7.08 -12.06 58.51 -2.90 -13.71

https://preview.redd.it/dmbxotgdolg61.png?width=1119&format=png&auto=webp&s=7e1f35f1f4a9979ae95231be614cf249db3a4449

  3.00 7,00 11.00 15,00 19,00 23,00 27,00 31,00 35,00 39,00
Madness 12.41 12.02 -52.31 42.37 -12.37 -40.19 7.94 2.53 -2.90 -17.10
E A R 1 12.41 12.02 -26.65 -51.77 65.27 -20.19 -32.06 32.12 -12.27 -26.47
E A R 2 -2.48 -13.93 -0.83 33.97 -15.92 -20.19 -32.06 32.12 -12.27 -26.47
E B R 1 -2.48 5.11 37.95 -30.66 -10.13 -48.32 7.94 2.53 -2.90 -17.10
E B R + S -2.48 21.42 -42.96 40.76 -15.92 -20.19 -32.06 32.12 -12.27 -26.47
E LC Sit + B R -2.48 5.11 37.95 -53.00 1.74 35.40 5.88 -68.65 -2.90 -17.10
E LC Sit + S R -2.48 -13.93 -0.83 33.97 -38.26 -8.32 69.60 -59.07 -12.27 -26.47
E LC Sit + Q S -2.48 2.52 -0.70 -13.00 21.06 17.32 5.88 -68.65 -2.90 -17.10

http://server.digimetriq.com/wp-content/uploads/2021/02/1612949741_685_Looking-at-Ryzes-build-power-curves-and-their-interactions-with.png

L + Z2, B R -2,48 5.11 37,95 -33.00 43,64 -37.90 2.12 -33.79 13,68 52.11
L + Z2, A R -2.48 -13.93 -0.83 33.97 -18.26 33.58 -7.25 -43.17 13.68 52.11
L LC Seat + Z R -2.48 -13.93 -0.83 -7.27 -3.57 34.44 18.69 -32.12 -6.32 78.09
E+ Z2, B R -2.48 5.11 37.95 -30.66 -10.13 -37.90 2.12 -26.43 13.68 33.72
E + Z2, A R -2.48 -13.93 -0.83 33.97 -15.92 -20.19 -7.25 -35.80 13.68 33.72
E LC Seat + Z R -2.48 -13.93 -0.83 2.54 -2.62 34.44 18.69 12.84 42.57 -22.47

https://preview.redd.it/5wm94pwfolg61.png?width=1153&format=png&auto=webp&s=0bccf68ff8813803801dbd09bd724bba9a9c7752

  3.00 6,00 9,00 12.0 15.0 18.0 21.0 24.0 27.0 30.0 33.0 36.0
ultraviolet radiation 12.4 -24.4 14.7 4.78 -1.21 -38.3 72.2 -49.3 30.4 55.1 -44.0 -6.80
L A R 1 12.4 -24.4 8.60 -3.43 -47.1 33.5 -16.8 77.2 -29.5 -27.9 64.0 -20.8
L A R 2 -2.48 -8.15 -6.63 25.7 20.0 -38.2 0.59 50.5 -29.5 -9.60 45.6 -2.47
L.B.R. -2.48 16.7 8.69 -14.2 -7.11 -38.2 60.4 -49.3 30.4 52.8 -44.0 -6.80
L B R+ S -2.48 16.7 -13.6 -13.1 29.2 -38.2 -21.4 72.5 -29.5 -27.9 64.0 -20.8
L LC Seat + B R -2.48 16.7 8.69 -14.2 -21.2 21.7 17.8 -9.31 -29.5 77.7 -44.0 -6.80
L LC Seat + A R -2.48 -8.15 -6.63 19.8 14.1 -18.2 -1.48 30.0 10.4 -87.9 86.5 -20.8
L LC Seat + Q S -2.48 14.2 -7.71 -36.4 18.7 41.0 -0.24 -9.31 -29.5 92.7 -44.0 -6.80

http://server.digimetriq.com/wp-content/uploads/2021/02/1612949741_813_Looking-at-Ryzes-build-power-curves-and-their-interactions-with.png

  3.00 6,00 9,00 12.0 15.0 18.0 21.0 24.0 27.0 30.0 33.0 36.0
Madness 12.4 -24.4 14.7 4.78 7.03 7.61 -33.3 -49.3 30.4 36.7 -44.0 -10.1
E A R 1 12.4 -24.4 8.60 -3.43 -47.1 62.6 1.15 -21.1 -29.5 -27.9 45.6 -24.2
E A R 2 -2.48 -8.15 -6.63 19.8 14.1 4.06 -21.4 -21.1 -29.5 -27.9 45.6 -24.2
E B R 1 -2.48 16.7 8.69 -14.2 1.13 1.71 -33.3 -49.3 30.4 36.7 -44.0 -10.1
E B R + S -2.48 16.7 -13.6 -13.1 29.2 4.06 -21.4 -21.1 -29.5 -27.9 45.6 -24.2
E LC Sit + B R -2.48 16.7 8.69 -14.2 -21.2 21.7 17.8 -6.97 10.4 -34.4 -44.0 -10.1
E LC Sit + S R -2.48 -8.15 -6.63 19.8 14.1 -18.2 -1.48 30.0 12.7 -47.9 -25.5 -24.2
E LC Sit + Q S -2.48 14.2 -7.71 -36.4 18.7 41.0 -0.24 -6.97 10.4 -34.4 -44.0 -10.1

https://preview.redd.it/cm65gcdholg61.png?width=1111&format=png&auto=webp&s=81d5236e6dd7db2c3e8b97b9e4a6eb11e7bddb8e

  3.00 6,00 9,00 12.0 15.0 18.0 21.0 24.0 27.0 30.0 33.0 36.0
L + Z2, B R -2.48 16.7 8.69 -14.2 -1.21 -38.2 50.8 -4.62 -0.07 0.42 2.06 29.5
L + Z2, A R -2.48 -8.15 -6.63 19.8 14.1 -38.2 -21.4 72.5 -4.76 -8.95 2.06 29.5
L LC Seat + Z R -2.48 -8.15 -6.63 19.8 -27.1 16.4 10.5 -18.5 41.1 2.09 -17.9 55.5
E+ Z2, B R -2.48 16.7 8.69 -14.2 1.13 1.71 -42.9 5.19 -9.88 7.79 2.06 11.1
E + Z2, A R -2.48 -8.15 -6.63 19.8 14.1 4.06 -21.4 -11.3 -14.5 -1.59 2.06 11.1
E LC Seat + Z R -2.48 -8.15 -6.63 19.8 -17.3 17.3 10.5 -18.5 41.1 2.09 -4.84 35.7

Results

Looking at the charts, one might wonder: What are you getting out of all this? Based on my assumptions, some important conclusions can be drawn:

– The Luden building has much more volatile peaks and valleys. This was to be expected, as the road to building Everfrost is easier.

– For a 4 or 3 minute power-on interval), the running shoe or shoe + seeker inverts the standard load power curve. If needed for higher income assumptions, players can use it to plan spikes for targeted battles in coordinated games.

– It’s suboptimal to rush to Seraph after a lost chapter when they are often found. The jet ski is not as attractive for tackling cavities that are not always present on other runs. For infrequent recalls, it is worth considering a relatively large bus bar.

– If you’re building a second one after Luden’s wife, I think it would be better to complete Luden (rather than sitting on the lost chapter). With Everfrost, on the other hand, the choices from the Lost Chapter (especially with more frequent flashbacks) are more consistent than building a complete myth at the beginning. If it includes an active Everfrost, that may change, but if you can’t access it, so be it.

– Everfrost’s Armguard Rush 2 is approaching the standard power curve more steadily, while the Armguard Rush 1 is beginning to diverge and become more variable with more frequent recalls.

– And so on, depending on the specific time frame you are interested in.

2020 will satisfy both classic and modern players. To be included in the list, the game must be confirmed for 2020, or there must be a compelling reason to release it in that year. Upcoming games that are only announced and do not have a major release date are therefore not eligible.

By 2020, there will be a lot of… in the world of video games. Here are fifteen games waiting for you in the first half of 2020.

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