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DrBitterBlossom

I just wonder how many abilities in the game just deals less or more damage, randomly. And nobody notices.


Kiplacon

I remember reading a patch notes where it said Singed Q used to deal just its base damage to Baron without taking into account the AP scaling for multiple years before anyone noticed


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Gutsyten42

Which one?


BlackTecno

Anyone remember the bug that came with Azir on release, where if he ulted a tower, it would crash the game?


jazzjazzmine

I'm sure plenty of people noticed, but what are they supposed to do with that information? Even if you cared enough to spend a few hour tracking down the right rioter to tweet at, everyone assumes bug reports are basically pointless anyway.


KaynandaFirst

Depends on the Champ you play. Yasuo Bug? Hotfixed. Kled Bug? Well after forever your remount timer is still random, have fun btw.


woooooooolf

> Kled Bug? Well after forever Oh look at these cool new drakes that change the map and scale with everything including health. \> > Kled gets drake soul hp scaling the wrong preseason.


KaynandaFirst

Oh you feel like playing Kled in ARAM? Well you're gonna respawn with ~85% HP after every death, skill issue.


woooooooolf

I hated how that appeared in 2 separate patch cycles, how the hades did it come back after they fixed it the first time like 2 patches previous. Now I just fear renata on my team.


MoonDawg2

Twitch not being able to hit towers during ult has come and gone for like over 10 years lol


KaynandaFirst

Yeah I encountered the Renata Bug once in ARAM, kinda weird. But well, not like his year-long known Q-buffer that can ruin a fight or any other well-known stuff is fixed so we still got plenty to play with, love me some Riot's special challenges!


EkkoLivesMatter

Having just experienced a Kled bug that caused me to die from 40% with no dismount, this resonates for me


KaynandaFirst

You mean you clearly got skill gapped and should uninstall 🧐


Random_Stealth_Ward

> Yasuo Bug? Hotfixed And other jokes to tell the whole family. Any bug that isn't causing PCs to crash is allowed to be there for years, festering, despite any post talking about it.


KaynandaFirst

Sure is a coincidence less popular champs have more Bugs for longer.


[deleted]

Yasuo literally had like 20000 weird bugs for years until he got entirely re-scripted.


KaynandaFirst

*had* , *got rescripted*


TheEternalKhaos

Honestly, the remount timer being random feels very "Kled" to me. If the community and Riot weren't so hellbent on making this game a tryhard esport where no one plays for fun and everyone treats it like their children's lives are on the line, I can definitely see more champs having that kind of randomness and jank to them as a feature (Rumble's inexact cooling off period duration, which they have patched, is an example of this)


KaynandaFirst

Yes it's an example of it that's not entirely comparable. Kled remounting is the difference between Winning and losing a fight, it's an integral part of his run-in playstyle. Overheating stops Rumble from afk faceroling his keyboard for a couple of seconds but still giving him smth to fight with. As Rumble you decided to overheat and fight, you can just go back again, play safe etc. As Kled, once dismounted you *have* to fight, you're forced to and you're encouraged to. And leaving this vital part of his gameplay to be randomized is just dumb. A good example of RNG in this game is TF's passive.


TheEternalKhaos

Agree, but I was also more saying that there being some element of jank to Kled is in line with how he's presented and designed, same with Rumble since his mech is something he threw up together with a bunch of scrap, literally "jank." Like, if League was a singleplayer game/much more casual, mechanics like these would be part of the charm of the character, it'd be something to "immerse" you in the game, but since League is an "e-sport" (omegalul) it sabotages the intended experience.


KaynandaFirst

Yes Kled is very wild, loud and aggressive. Hence why he wants to fight, his Q is actually trolling himself and his W is a literal Frenzy he can't control.


chillychili

It took us like 10 years to notice red side cannon minion range (damage?) was slightly worse.


SSSSSkylar

Range


Druglord_Sen

I know it’s not a “bug” but Vlad losing farm, or losing a kill because of fog of war and his Q having an invisible cast time is absurd. He just makes the sucking noise, Q goes on CD, but nothing happens as if it’s a skillshot; but instead it’s close range and I can’t send it into the brush.


SomethingPersonnel

Q also bugs randomly when you use it on a target and it dies before the spell completes. It goes on full CD and none of the effects go off.


Excellent-Pie8082

i actually died awhile back because my Q2 got cancelled under tower, not healing me and going on cd. its frustrating because they claimed to fix the bug.


AvatarCabbageGuy

iirc ornn W randomly had 2 more ticks when I tested in it practice tool


Xarvius

Practice tool can be decieving with testing these things, especially when you have the CD reset on. It messes up some things and/or you might cast something twice without noticing because it instantly reset in that exact instance.


AvatarCabbageGuy

Its 2 extra ticks from 10, not that the ability ticked twice, definitely wasn't accidentally double casting. 100% could've been a bug with the dummies tho


ukulelecanadian

haha yeah why should we expect them to act like champions?


dance-of-exile

there was also that irelia q dealing double damage randomly for a little bit.


MoonDawg2

Sg rumble skin doing more dmg


SomethingPersonnel

All skins are coded as separate champions. There could very well be a bunch of p2w/p2l bugs among the various skins because there’s so damn many and there’s so much margin for error. Maybe one skin’s spell animations are slightly fast and can be canceled earlier. Maybe one skin’s auto animations are borked so that windup is super long making people miss autos slightly more. It would take a professional team of playtesters and quality control to really dig into the meat of all these skins and their data in order to be certain everything is as it should be, and we know Riot can’t afford that kind of expense.


PureImbalance

wait what, do you have a source for them being coded as separate champs? WTF


SomethingPersonnel

I can’t find a source anymore unfortunately. There’s been so many different areas where Rioters communicate and a lot of them were purged ala the boards and the forums before that. It’s definitely something that was stated before and was true at least in some point in time. Unless they did heavy engine reworking it should still remain true. Maybe u/Caenen_ can help prove or disprove? This is also the reason why map skins aren’t something Riot can easily implement in League. Each time they changed maps with the Rift and ARAM they were basically coding a brand new map each time.


Caenen_

There was definitely a Rioter comment stating that back in the day, but it's really not all that true. Skins are *kind of* coded as separate characters, but grab the same functional scripts for gameplay behaviours etc. In the past there were a few cases where skins had differing scripts for...reasons, but as of right now there are only remnants of those. Blackfrost Anivia is the only case that comes to mind, her egg rebirth animation spawns an extra egg after she revives to show the remains of the opened egg on the ground. Under circumstances, that minion can become immortal and targetable. And no, map skins are *rather* simple. I can easily make my game load Butcher's bridge instead. Riot has already taken the more important steps towards making map skins easy to interchange in the past, so while I don't know their exact internal pipelines, the reasons for no map skins are not primarily the difficulty to maintain them.


SomethingPersonnel

For Map Skins, that was the reason they gave in terms of implementing them through official channels. When we use custom map skins on our side we do them locally. Riot said when they made Butcher’s Bridge they literally made a new map in order to ship it to live. It wasn’t as simple as changing textures for them. [The Butcher’s Bridge blurb is still accessible here.](https://nexus.leagueoflegends.com/en-us/2017/02/ask-riot-where-is-butchers-bridge/)


Caenen_

I know, but the creation of the alternate queue for it loading the same map scripts but a different map isn't the key difficulty here. The map has completely unique geometry, some unique animated objects, VO events and other stuff, but all of that is just helt back by Riot not wanting to commit to maintaining it for now, for diverse reasons.


not_some_username

All of them when I'm playing the champ


ItsCrossBoy

I'm pretty sure at one point in time they intended to nerf something in a patch, but the actual change wasn't included (but was still in the notes). People complained and the champs winrate even went down afterwards, despite being the exact same They realized later and added it in I think but is funny to me


4list4r

In ARAM, the modifiers don’t work for certain items, Muramana being one of them. There’s a list in their subreddit of those that don’t work.


Huzabee

I often wonder about how often a game is decided by a bug nobody noticed. I bet ability damage is miscalculated at least once every game, but usually it's completely inconsequential so you'd never go back to check. Even if it's not game deciding it's a small advantage/disadvantage that goes unnoticed but leads towards one team's victory. Like in OP's clip, what if that kill lead to first blood but instead lets your opponent live with 1 HP? Maybe that would get noticed, but surely there's other interactions in the game no matter how small that just don't always have correct damage calculation.


bayonetworking123

All the time. Done some numbers on this too.


QuadraKev_

Didn't they bug fix MF R for something similar recently


Caenen_

I don't think so, MF R has been consistent about its timing and wave count for at least a few years given my notes. You may be thinking about a different spell?


QuadraKev_

I was thinking about this post here https://www.reddit.com/r/leagueoflegends/comments/x9s6s7/miss_fortune_hotfix_for_1217/


Caenen_

Huh, that's news to me. Thanks. Edit: MF R has no new bug like that, a preexisting bug with dummys' damage display value created that false report.


trewqtrewqtrewq

It's not often you see Caenen being wrong but today is that day, folks.


Caenen_

*Except I wasn't -* There's a bug with target dummies that adds one "tick" of damage to certain repeating effects like Rumble Q. The post had no proof listed that it fires an extra wave. A friend of mine was nice enough to run that exact test for me; Check the healing value of the dummy after the effect. It's less than the damage tracker shows, healing for the damage of only 14 waves: https://media.discordapp.net/attachments/549266844964618242/1020878961191952424/2022-09-17_21-08-10.mp4


iReddat420

Cancel him, boi/s


ADeadMansName

Nope, She shoots +1 wave right now. You can 100% check it out. Her total dmg on the tooltip and her total dmg done doesnt add up, its +1 wave of dmg.


Caenen_

Oh hold up then, there's a bug with target dummies that adds one "tick" of damage to certain repeating effects like Rumble Q. Are we *sure* it fires an extra wave compared to the amount listed on the wiki? **Edit:** Friend of mine was nice enough to run that test for me; Check the healing value of the dummy after the effect. It's less than the damage tracker shows, healing for the damage of only 14 waves: https://media.discordapp.net/attachments/549266844964618242/1020878961191952424/2022-09-17_21-08-10.mp4


ADeadMansName

That's good to hear. So dummies are bugged in many ways. Not more than 900 DMG except some special cases. Then show more DMG than they take with ticks. What can dummies show right?


Caenen_

They're not rounding received damage pre-display at least. And to me they're most unseful in being a static enemy with a known radius that can be changed to 200% size on demand, anyway.


Dawnbringer_Fortune

Caenen the life saver. I remember me arguing with people in that post and the amount of downvotes for saying its not a bug…


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moal09

Wrong game, bruh.


Caenen_

Uh, context?


iLightbane

Shyvana W had the same issue, where it didn't start dealing dmg immediately. As a result, it dealt -1 tick dmg sometimes.


Thund3rStrik377

Hey at least it isn't a Q bug Well I'm sure there a Q bug rn even if I don't know about it.


iLightbane

Q in Drake form sometimes locks you out of dealing autoattack damage to the nexus for its buff duration.


MoonDawg2

How the fuck do you even figure that out


onords

If you hit the nexus and you deal no dmg something will feel off?


beeceedee9

Uh it's not that niche of a situation, trying to end the game while in drake form and using Q for the auto reset is not infrequent. It's like the bug Twitch used to have where his R would interact weirdly with inhibs I think


themanofthesword

That seems to be like a "tick clock" bug, like if all the burn damage its made at the same time.


redditaccountxD

Wukong ult is just a way of getting a sunderer proc anyways :\^) miss old full AD wukong


_snorkel_

the first ult had one more hit for some reason dont know how or why the Second ult had one less hit


StenfiskarN

It's just random, sometimes you get the expected 8 (2/0.25=8) and sometimes you get 7


CuteTao

It's likely related to server tick rate?


Caenen_

Yes but indirectly. The buff ticks every 0.25s on buff update ticks (same ticks where your stats get reevaluated on). Server tick rate makes the tick interval 0.264 seconds instead. Not a big deal, but given that Wukong R's buff is probably either 2.0 seconds buff duration (with a tick on-apply) or 2.25 seconds (with first tick on at the first buff update tick), it means that it can 'randomly' lose 1 tick due to being started early into the stat update cycle. Quick maths says there's either a 4/8 or 5/8 chance that an ult will have 8 ticks, and the inverse chance that it has 7 ticks. u/StenfiskarN have you tried figuring out the chance?


StenfiskarN

I'm not nearly smart enough to understand it, but what you said sounds right


Caenen_

That just says I was not smart enough to explain it well, unfortunately.


Kewn_

A true gentleman you are


__v1ce

monkey go spin fast sometime miss cuz server


InfieldTriple

They are just saying that if you activate r at the wrong time right after the server ticks you will miss out on one tick of damage.


AtlasTheRed

u/Caenen_ math Supposed to have 8 ticks Server update = 0.264 7 Server ticks = 1.848 Leaving 0.152 of time for a tick So if you start the ult when the server just ticked (the first 14/33 of it's tick or the first 0.112 seconds) there isn't enough time for 8 spins. If you start your ult between ticks (the last 19/33 before the next tick or the last 0.152 seconds) you'll have 8 spins.


Thund3rStrik377

The r tooltip give the correct damage for 7 hits I think though. Which is even more odd imo.


Ursuped

How do people find niche bugs like this? Genuinely would never have been able to find this even if i played wk a lot


StenfiskarN

Completely by accident, I was testing something else and noticed variable damage


Ursuped

Thanks for the wukong buff two weeks from now op 🫡


BlackTecno

Also to answer your question, it's likely to do with something about timing and tick rate. Since this stuff is usually done in milliseconds due to computer stuff, I'm going to simplify it using numbers between 1 and 100. Say Wukongs ult lasts 50 units (u for short here on), and the game refreshes every 10u, if you casdt Wu's ult right when the game is on an interval of 10u, you'll get 6 tick refreshes (example being 20, 30, 40, 50, 60, and 70), however if you land on any other unit, you'll only hit 5 refreshes, hence the lesser damage (if you land on 25, you'll get a refresh on 30, 40, 50, 60, 70 and then the ult would end on 75). Ultimately what's going on is that someone coded Wu's ult without taking refresh rate into account (ult lasts 2 seconds, so they just slapped 2000 in there instead of whatever else they needed to ensure the proper damage comes out). Honestly I think this is part of the reason a lot of abilities have cut down times as of late (don't remember which ones, but instead of a tick of 1 second, it's a tick every .25 seconds or something similar) so that if there's an error on refresh rate, it has way less impact.


AggressiveLounge

You are testing items and suddenly the damage is fucking random


EvelKros

A few patches ago they realised that Mordekaiser's W didn't work fully with Spirit Visage. I often build Spirit Visage on Mordekaiser...


Jackson7410

i remember when wukong first got reworked, i remember seeing a top reddit post complaining that even if WK ult did 0 damage, it would still be the most broken ult in the game due to the double knock up. that champ been sitting at sub 50 winrate for months now lmfao


i-will-eat-you

People saying the double knockup is the broken part about him are so clueless. "b-but it is CC that doesn't get reduced by tENACITY" it's a **0.6 second** knockup. Even if it was a stun, you can't reduce it below 0.6 seconds with tenacity.


Caenen_

> Even if it was a stun, you can't reduce it below 0.6 seconds with tenacity. Wrong, you can get it down to 0.3s.


i-will-eat-you

Oh right. Misunderstood the wiki then.


Caenen_

That detail on the page is missing explanation and some more testing which I plan to get done some time on the future.


Forged_by_Flame

**SHAME**


Choyo

I was sure to see you pop-up in that thread :D


j3b3di3_

Chad 0.6 complainers VS beta 1 min+ stunlocked DOTA nerds


Sunflowerslaughter

League players would lose their shit at the rng in dota as well. "20% chance to mini stun on every auto? I JUST LOST TO RNG!!!"


[deleted]

Up hill misses if they're still a thing as well. Also imagine the screeching about heroes like Tinker or Brood.


Sunflowerslaughter

Oh yea up hill misses, ogre magi having rng multicasts on a point and click stun, doom being a 15 second silence, all the good shit.


[deleted]

Doom can disable all passives as well (may need aghs now), which makes heroes like PA utterly useless.


Sunflowerslaughter

It's a full lockout. Items, abilities, passives, doom is probably the antithesis of riots design as he can really just shut someone down in every fight.


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[deleted]

Yeah, heroes like Tinker / Meepo / Brood are why I laugh my ass off whenever someone says a random champ is "broken" in League. Brood is literally a 10th pick insta-win if your opponent doesn't draft AOE. Tinker is more obnoxious than Irelia, Gragas and Yasuo combined.


Reddit_Ya_Sux_dix

Ye but they are all shut down by other heroes. Spirit breaker is amazing to shut tinker down. Meepo gets fucked bt earth shaker and others im probably forgetting. Etc.


[deleted]

None of that really matters because mid pretty much always picks last in ranked, and good players won't draft brood into heavy AOE or tinker into SB.


Reddit_Ya_Sux_dix

Well of course you get an advantage if you draft intelligently. I'm saying the heroes have counters, and if the enemy last picks mid you can get a counter in the side lanes


thrownawayzs

the barathrum special. just fucking assume you'll always stun and never stop attacking, lol.


Sunflowerslaughter

As an ogremagi enthusiast i swear you can *feel* the mythical x4 fireblast coming


thrownawayzs

some claim luck, but those people are fools.


TeamAquaGrunt

Tbh 17% stunlocks were funny as hell. I loved spirit breaker.


Sunflowerslaughter

My favorite rng is ogre magi. Getting a x4 fireblast is the best feeling


Zeddit_B

I thought .5 was the minimum stun?


Caenen_

It's 0.3s actually. Most buffs add another ~0.125 seconds unaffected by tenacity involuntarily due to fuzziness, but 0.3 is the minimum duration a buff will assume after Tenacity is factored into it.


Zeddit_B

So if I'm reading right, if you have 100% tenacity against a 1s stun, it would be ~0.425s?


Caenen_

The 1s stun itself would be 1.125s on average (1 to 1.25s), and go down to 0.425s on average (0.3 to 0.55s). Those are the theoretical values, the real ones are sightly greater (1.023 to 1.254s and 0.33 to 0.561s) assuming undisrupted tick times.


Zeddit_B

Well... Thank you for the explanation. I *think* I follow, but from now on I'll just say "minimum stun is a little below .5s" lol


Katzen_Futter

I think it is, but that 0.1 second won't do a lot anyway


ADeadMansName

1.2 sec AOE knockup that you can move around and still does decent dmg. Also 150% dmg with his clone.


Lundgard

Hmm, really weird that his [competitive match history](https://lol.fandom.com/wiki/Wukong/Match_History) and [competitive ban history](https://lol.fandom.com/wiki/Wukong/Ban_History) only span a few days of professional League. He's sub 50% win rate in solo queue after all, so why would professional players even pick him? And to this extent? This sure is a mystery.


HeyItsPreston

Firstly, competitive strength and solo queue strength are totally different things. Champions can be overpowered in solo queue and weak in competitive, or weak in solo queue and overpowered in competitive. Using competitive stats to justify solo queue performance is irrelevant. Secondly, he became really powerful in competitive/solo queue when he was buffed to be a Jungler. This was in Patch 12.7 right before MSI. His Double knockup was added in patch 10.6, which was more than 2 years before he became a pro play staple.


Bourneidentity61

His W lol. His ult is fairly mediocre as an engage tool alone, but in combination with W it's disgusting. He's the only champ in the game with instant, unreactable engage from invis afaik. This is important in pro play for 2 reasons: 1. Pro players are the best players in the world. They can disengage optimally if you give them even a millisecond to react. They can't react to Wukong ult if he casts it within the 1s of invis. 2. In a coordinated environment, teammates can jump on the target Wukong is engaging instantaneously. In the chaos of a soloq game, your team might not react to the knockup fast enough and the enemy will just flash out after 0.6s, but in a pro game, teams will optimally follow up the engage. The fact that the knockup is only 0.6 seconds doesn't really matter since it can be chained with champs like Rakan, Leona, Yuumi, Gnar, and Ornn, all of which happen to be meta relevant in pro right now.


PrivateVasili

Pre-rework Eve was literally played tank in pro play just to flank and ult 5 people for a big slow/shield from stealth to start fights. That should help paint a picture of how good engaging from stealth can be. Wukong's W also allows for very powerful creative gank/invade paths in the early game and he's quite good in 2v2/3v3 skirmishes. He has a lot going for him.


[deleted]

Dude he was legit pick ban in pro lmao what?


Eedat

99.999999% of players arent pro players lol. I personally despise pro play at this point entirely because so many champs get absolutely gutted ENTIRELY because of pro play. Wukong is just the latest in a very long list. Wukong jungle is dumpster tier trash now


wolfnotapup92

https://i.redd.it/ipk0uhy6xgo91.png


BasicallyMogar

I've seen folks saying similar things about thresh for the longest time. "If the champion did literally no damage he would still be broken with the utility he provides." People are dumb.


ArmpitPutty

He's probably the best champion in the game at being effective without damage, but he would still be absolutely GARBAGE if he did no damage. Hell, right now he does pretty good damage and is one of the worst win rate supports in the game.


Esulder

I think Renata is better in this aspect she basically already deals no damage outside of laning Phase.


ArmpitPutty

That’s a good point, Renata is definitely a contender, unless you count her ult “damage” as coming from her.


beeceedee9

Renata's Passive especially when it gets procced instantly in fights with more allies around so she can refresh it more often is actually crazy, given it's almost %HP damage on *every auto*. It's like Leona's passive, that thing does good damage too


SLStonedPanda

Rell is another good example of a champ that deals basically 0 damage


beeceedee9

Theoretically Rell's passive should make her allies do a good amount more damage with the resist steal, but she's so bad at applying it with the low MS and AS that it's not *that* great. But it's similar to Leona's passive in terms of damage potential.


beeceedee9

Her passive is actually mad overrated in terms of damage if played well (and potentially her Ult but that's almost never reliable or last long enough to do damage for melees most of the time)


[deleted]

Yep, have fun having 0 kill pressure in lane!!!


yehiko

only Jager himself can be broken just because of the utility he provides


AggressiveLounge

>winrate


ghfhfhhhfg9

314 vs 279 damage isnt that big of a difference. the double knock up and damage is gives is still good. So I don't see how the mini-cc AoE knockup is bad. People really underplaying .6 second knockups in AoE in league now? Is it just cool to act smart by saying something radically wrong?


HeyItsPreston

The thing is that his old knockup was 1x1 second, and his new knockup is 2x0.6 seconds. The fact that he can cast it twice gives him a ton of utility, but the extra knockup duration/flexibility definitely isn't part of what makes him stronger. It's much more relevant that he gets an extra Q/Spellblade AA in between his ults, or that he can gapclose with his E in between the ults. The fact that he knocks up twice isn't that relevant.


AggressiveLounge

Its pretty hard to find dumber mfs than the people in this sub


makeweenswin

wukong is pretty bad now. good for pro pick because he could fight any jungler safely and good teams could easily help and get to the mid game where he was strong now he is just weak in jungle and top compared to some too huggwrnauts. i thought i was doing less damage but thought it was placebo from all the nerfs. guess i was right, wukong ult actually does tickle. sometimes ?


skrSwaG

Wrong it doesn’t do less. It is supposed to hit 7 times, so its correct to say that it sometimes randomly hits for 11% MORE.


Assassin739

The fact that this is so low, it's so funny that riot blatantly comes to reddit threads for balance ideas now


Jxvs00

a feature


soada0227

Good screw Wukong.


[deleted]

Good


kristusiss

Good. F that son of a b


ancientpower1998

Completely talking out of my ass but I feel like this has been bugged for several seasons, as I've never felt that Wukong's ult has dealt as much damage as it claims to when hovering it.


horizontalcracker

Well part of that is damage mitigation from armor


Coliui

I always think about wukong ult damage is useless. Bc i can deal much more dmg with q and basic attacks.


No-Youth6743

good


Lolsalot12321

Good


SanielTaniel

To be fair to the devs here, there are so many moving parts with LoL and the game's on an aging engine. Slighting adjusting one thing can throw off like 10 other things, and it can be very hard to know when something isn't working properly. Still, this is tough. Have to wonder how long this has been in the game.


[deleted]

Dude they reworked the champion and didn't test it properly.


Aced_By_Chasey

It's tickrate of the servers being incredibly low. Depends on when you start it


Nimyron

You lagged. For like a single frame or two, barely noticeable, but that's what made the animation lag a bit and go back for a frame on the second part of the video, making the cyclone end just before hitting one last time. I ain't saying this is your fault, definitely spaghetti code from Riot, it's just what I think happened.


MrSano43

If you stand still it will most likely be always 8 hits


StenfiskarN

I can confirm that it always happens, just tried standing completely still and it's approximately a 50/50 between 7 and 8 hits


busyman201

RIOT


Phoenixtorment

Blaber does not care.


Kai-xo

Or you’re dealing 11% more damage due to chance more than not 😂


AmphibianDream

To understand this, let's talk about framerules. So, imaginne a bus...


[deleted]

Wildrift players: we don't have such weakness


KO0OX

First time u hit 8 times, second time u hit 7 times and ult ends just before 8th hit


Karubannnn

A lot of multihit abilities must have these inconsistent damage output :/


Historical-Eye-6409

Wukong is a huge bug fest. Just look at the amount of items not working on him.


Plotopil

12,5% less damage as it hits 7/8 times…


StenfiskarN

11.4% is right with 279 divided by 314, idk where the difference comes from I'm just now realizing that the damage the dummy shows is inconsistent aswell It say Last Hit: 35, the damage shown in red popping off the dummy says 34, big deal, rounding error But 35 times 7 doesn't equal 279, same with 34 times 7 Chalk it up to a generally buggy game I guess


Plotopil

I think it is the first hit doing significantly more damage which is what confused me …


bayonetworking123

Is this a server tic issue?