MOBA Moments from Mars: Item Efficiency Review, News, Videos & Walkthroughs | MMODen
MOBA Moments from Mars: Item Efficiency MOBA Moments from Mars: Item Efficiency
MOBA Moments from Mars: Item Efficiency

MOBA Moments from Mars: Item E …

MOBA Moments from Mars: Item Efficiency


MOBA (Multiplayer Online Battle Arena) games are not the common topic here at MMODen, but they are an important part of the Free-to-play MMO landscape. In this series We will explore some of the most complex aspects of MOBAs and break them down so you can be best informed before you go into battle!

This time we are exploring item cost efficiency. If you have played a MOBA for a while you will notice that people talking about if an item is efficient. So what do they mean by that? An item’s efficiency is a comparison of how much the item costs and what stats it gives. So let’s say that there was an item that costed 2400 gold (currency doesn’t matter), but it gave 3400 gold worth of stats. We would say that item is efficient. It is worth 1000 gold more than it costs, or has 142% efficiency.

Now the question “What is an item worth?” arises. An item’s worth is somewhat subjective and there are a couple ways you can derive it. The method I use in the spreadsheet below is to determine the cheapest possible value for a stat, then apply that value to the amount of the stat the item gives. For example looking at HP, Vigor provides the most health for its cost (Vim in Dawngate) at 2.675 Vim per 1 HP. We then take that price to another item like Fortitude. It gives 300 HP at 2.675 Vim/HP so it has 802.5 Vim worth of HP. This method gives items the most optimistic worth.

The other way value can be assigned to stats is by using the base item that gives that stat. This system only works if all stats have a base item, meaning every stat has a corresponding tier 1 or lost cost item. This is problematic in Dawngate for stats like lifedrain and movement speed as they do not directly have base items. Hunger is the base lifedrain item, but it provides life-on-hit and life-on-cast effects and not actually a lifedrain percentage. This means you cannot acquire a value from this item because life-on-hit is a constant life gain and lifedrain scales throughout the game. The other issue with this method is that base items are not always the most cost effective items for a stat. If you look at Life (the base HP item) it costs 3.5 Vim/HP. As you can see from earlier, Vigor’s cost per Hp is much lower making it a more efficient item if you want to buy HP.

We can now judge how efficient items are across all stats. Taking a look at Life in the spreadsheet below, we can see that it is actually the most efficient item in the game. Wait, didn’t we just see that Life is not the most efficient health item? Yes, but it gives more than just HP! Life also gives 10 HP per 5 seconds regeneration, which is a rare and an expensive stat in Dawngate. If we evaluate how efficient Life is for all stats given, it is worth 741 Vim while only costing 420 Vim, making it have a 176% efficiency.

There is one downside to calculating item efficiencies: passive effects on items. It would be a completely unreadable spreadsheet if I were to enumerate all of the possible armor values a target could have to even out the different in percent defense penetration versus flat defense penetration. Now imagine evaluating the 5 different states an aura item can have. An aura item is an item that affects not only you, but nearby teammates as well. So in order to be perfectly accurate in judging the item, we would have to have 5 states for shapers (champions or heroes) then another 30 or 40 states for the total number of creeps (or minions) the item could possibly affect. This is just unreasonable. This is also a more simple item to judge.

Converting flat life-on-hit numbers to percentage lifedrain numbers would require new spreadsheets for each life-on-hit value, every possible damage dealt and every possible armor value for the enemy, because lifedrain typically gives you a percentage of life from damage dealt after damage reductions. As you can see, this gets quickly out of hand. Out of simplicity and readability, I did not make these conversions, I assumed targets had 50 defense for defense penetration, and ignored passives. Aura items were assumed to give you the stats, but no one else. This means that some items are much more efficient if used around more allies, if percent penetrations are used on higher defense targets, etc.

Hopefully this helps you get a good judgment of how efficient items are in Dawngate and how item efficiency works as a whole. Be sure to check out MMODen frequently as I will be covering more MOBA and MMO topics and share my insights about these wonderful games we all play!

Click here for the full Spreadsheet

Mars_Caturix is a gaming guru who can be found teaching his knowledge of gaming to any and all who will listen via his broadcasts here:

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