Thursday, February 21, 2013

Theory: Gold Values

In your travels through Runeterra you may at some point have encountered strange phrases such as "item efficiency", "cost-efficiency", or "gold value". Theorycrafting gurus expound on these strange, mystifying terms, claiming that they indicate one item or mastery is secretly overpowered. There's a method to the madness, and madness to the methods.

The basic concept of an attribute's gold value is straightforward. All you need to do is take a basic item and divide its gold cost by its attribute. Voila, now you know that 1 Attack Damage is worth 20 gold, and 1 Ability Power is worth 21.75 gold. Simple, obvious, and useful.

Theorycrafters use these values to determine what items are cost-efficient. An item is cost-efficient when the sum of the value of its attributes is equal to or greater than the cost. It's fairly straightforward math once you have the gold values for all attributes.

The problem, referred to previously as "madness", is that we don't have gold values for all attributes. A significant number of attributes don't have any basic items on which to base their gold values. Cooldown Reduction, Life Steal, Spell Vamp, Penetration, Movement Speed and others are only found through upgrading items and other special cases. As a result, the only data points we have to work with are the combine/upgrade costs of items.

Unfortunately, combine costs have essentially nothing to do with the value of the stats gained. You need only look as far as Trinity Force for this to become self-evident. Its combine cost is a ridiculously small 3 gold, yet it gains 5 Ability Power, 10 Attack Damage, 12% Attack Speed, 50 Health and more. The value of the stats I listed alone is 880 gold, not to mention the nebulous value of the Movement Speed and item passives. Upon closer examination, all item combine costs are just as devoid of meaning.

This presents a problem for theorycrafters as the gold values of roughly half of all attributes cannot be determined. Many theorycrafters try anyway, but the results are mere conjecture. Do we base the value of Cooldown Reduction off of Kindlegem, putting the value of 1% Cooldown Reduction at 32.23 gold? Or do we base it off of Glacial Shroud, giving us -6 gold? With Fiendish Codex and Stinger giving us values of 16.75 gold and 45 gold per 1% Cooldown Reduction respectively, it should be immediately obvious that there's simply no way to assign a meaningful gold value to these sorts of attributes.

Some theorycrafters lack the conviction to admit it, but it is essentially impossible for us to have a complete picture of cost-efficiency. Without an incontrovertible method of determining gold values for advanced attributes most items can't be fully assessed. The best we can do is see how close an item comes to being cost-efficient before making a personal judgement as to whether the remaining attributes are worth the difference.

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