🥏 Ile Daje Exp Boost Lol
We do have a whole month long of EXP boost now in June, but it does not helps much if you dont have a booster than can carry you on higher labyrinth floors. Unless you are a whale to buy booster service, or having a friend to carry you, it does not really matter whether having EXP boost or not. Just FYI, weekdays has 100% boost while weekend 300%.
Yeah killing a story boss gave me 9999+ exp, didn't even see the real amount, 2 levels regardless at lvl 54. But the bonus does diminish a bit, the largest difference comes from the first boosts. If you do have some exp boosts and want to level I'd suggest killing lowbies, 10-15 levels below your party and it'll be more time efficient.
The Crest of Insight, commonly known as blue buff or blue, is a neutral buff granted by the Blue Sentinel. It is available only on Summoner's Rift. The holder of the buff is marked by swirling blue runes around the champion. By landing the killing blow to the Blue Sentinel. By killing a champion that possesses this buff; it is transferred and the duration of the buff is refreshed. By picking
Lane Minion Experience: Junglers will only gain 75% experience from lane minions before their first pet evolution unless the jungler is behind the average game level Large Monster Gold : All large monster gold given to non-junglers has been reduced by 15 gold
Per win XP boost gives you 216XP per win, and timed XP boost gives you 100% of the base XP. You can have both active (for (base x 2)+216XP), but they do NOT increase eachother ( (base+216XP)x 2). Yes, they stack still. Ay thanks bro. Love your stream btw, made it to plat 1 for the first time by watching you and TF blade, you get a sub as soon
Baron Nashor is the most powerful neutral monster on Summoner's Rift. He is described in game as follows: "This is a very powerful hostile monster, approach with caution! Killing this monster will yield great monetary and magical rewards to the team, but it should not be confronted alone." Baron Nashor's name is an anagram of "Roshan", a neutral monster in Defense of the Ancients that fulfills
The fastest way to get XP is to stack RP purchased XP boosts and spam bot games. I believe you can buy a boost that lasts X amount of time, and then another boost that gives X amount of flat XP per win. You should Google this if you want actual math and in depth analysis.
Killing an enemy champion alone grants 42-990 XP, depending on the level of the champion killed. Assisting in a kill grants 28-990 XP, depending on the level of the enemy slain just like in a solo kill. Experience gained is reduced individually by 0/16/32/40% for being on a higher level than the enemy killed. Level Difference. 0.
Buy the highest quality LoL Placements Boost at the best price. 100% Secure. 24/7 Customer Support. 4.9/5 Trustpilot Score.
Szukalem na forum i w googlach, ale nic dzialajacego nie znalazlem chodzi o skrypt ktory daje exp za zabicie gracza jak na pvp enfo
Economy I : +5% Kill Exp for 24 Hours Banners (Does not stack with other banner boosts) Politic : +10% XP and +10% Karma Politic : Guild Heroes Banner : +10% karma, +15% magic find, +10% experience from kills, +10% gold from kills, +10% increased movement speed, and +15% gathering chance. Accountbound ExP bonus ie : achivement score
Most people get an instant increase in their FICO ® Score with Experian Boost. People receiving a boost instantly raise their FICO ® Score by an average of 13 points with Experian Boost. Experian Boost can help improve your FICO ® Score 3, 8, 9 and 10, as well as your VantageScore® 3 and 4. How Much Does Experian Boost Cost?
0nUYM. Minions of League of Legends (by Riot Contracted Artist Mary Magny) Minions are units that comprise the main force sent by the Nexus. They spawn periodically from their Nexus and advance along a lane towards the enemy Nexus, automatically engaging any enemy unit or structure they encounter. They are controlled by artificial intelligence and only use basic attacks. Spawning location and routes These graphics show the points at which minions spawn in Summoner's Rift and Howling Abyss, and the routes they follow after they spawn. The spawning points are the thick and short segments at the ends of each red/blue line. Immediately after spawning minions march along the routes marked by the thin parts of those lines: Gameplay - Summoner's Rift Minion waves Minions on Summoner's Rift Minions start spawning from the Nexus at 1:05 and keep spawning in waves every 30 seconds for the rest of the match. Each wave comprises several types of minions, which spawn in this order: Super minions If one of the allied inhibitors on a lane is destroyed, one super minion spawns for the enemy team on that lane. If all the allied inhibitors of a team are destroyed, two super minions spawn on each lane for the enemy team. Melee minions Three of them spawn in each wave. Siege minions They do not spawn on lanes on which super minions are spawning. For the first 15 minutes, one spawns every three minion waves. After the 15 minute mark, one spawns every two minion waves. After the 25 minute mark, one spawns every wave. Caster minions Three of them spawn in each wave. First Wave The very first minion wave is ghosted for a few seconds: Top and bot lane minions are ghosted for 28 seconds. Middle lane minions are ghosted for 18 seconds. Behavior Minions walk along a lane until they find an enemy unit. When they find an enemy unit, they attack it. The minions spawned in the first wave have slightly special behaviour and will ignore enemy champions until they are either provoked, the champion walks much closer to them or they have encountered the enemy minions. When encountering the enemy minion wave they also spread out their attacks on the enemy melee minions so that in every game, these three minions will die at roughly the same time and neither team's wave gains a pushing advantage on this first wave without interference of a champion. When a player deals damage to an enemy champion with a basic attack or most unit-targeted spells, it will cause nearby enemy minions to become aggressive towards them and retaliate for a few seconds. Priority When minions find several enemy units they choose their target using a priority system that follows this order: Enemy champions attacking an allied champion. Enemy minions attacking an allied champion. Enemy minions attacking an allied minion. Enemy turrets attacking an allied minion. Enemy champions attacking an allied minion. The closest enemy minion. The closest enemy champion. Once a minion has chosen a target, it only switches to a new target if the new target has higher priority. If they see a new target with the same priority as their current target, they keep attacking their current target. Range The enemies must be within 500 units of the minion. Allied champions being attacked by an enemy champion must be within 1000 range of the minion. Timing Minions reevaluate their target in between each attack windup every few seconds. For instance, if an enemy champion is attacking an allied champion and stops doing so, minions will not stop targeting that champion for a short time afterwards. Vision When the target of a minion leaves its sight, the minion switches to a new target or keeps advancing if there are no targets left within sight. Stats mechanics Every 90 seconds (i. e., every third wave) minions upgrade, increasing their strength. Minions deal 50% reduced damage to enemy champions. The armor of turrets is reduced when enemy minions are nearby. Minions start with 325 movement speed and gain 25 / 50 / 75 / 100 (based on minutes) movement speed as the game progresses. New spawning minions level up based on their team's average level ( one level 15, 10 and 18 would make a minion level 14). Buffs General Destroying an enemy inhibitor provides a small buff to allied minions in the lane where the inhibitor was destroyed. Minion Pushing On Summoner's Rift The team with the higher average champion level gains the minion pushing buff. The buff increases the minion damage against enemy minions and reduces the damage they take from them. Bonus damage = (5% + (5% × Turret advantage of the lane)) × Team level advantage Damage reduction = 1 + (Turret advantage of the lane × Team level advantage) Team level advantage is the difference between the (decimal) average of the (integer) levels of the players in one team and the average of the levels of the other. This difference can be a decimal value, and is capped at 3. Turret advantage is the difference between the number of turrets destroyed in one team on a specific lane and the number of turrets destroyed on the other team on that same lane. Note that Nexus turrets are not lane turrets. This difference cannot be below 0. Since there are three turrets on each lane, the maximum possible benefits on Summoner's Rift are: Bonus damage = (5% + (5% × 3)) × 3 = 60% Damage reduction = 1 + (3 × 3) = 10 This buff starts to apply at 3:30. Minions who are already spawned will still gain the buff and the values will update for all minions when the level and turret advantages change. On Howling Abyss Minions in the team with higher average champion level receive a buff that reduces damage taken from enemy minions. Damage reduction = Level advantage × Turret advantage Team level advantage is the difference between the (decimal) average of the (integer) levels of the players in one team and the average of the levels of the other. This difference can be a decimal value, and is not capped. Turret advantage is the difference between the number of inner and nexus turrets destroyed for each team. This buff starts to apply at 3:30. Minions who are already spawned will still gain the buff and the values will update for all minions when the level and turret advantages change. Neutral Buffs Hand of Baron Minion interactions The following game elements have special interactions or effects against minions: Capped damage Modified damage Other interactions Creep Score Creep Score (cs) is the number of minions, monsters, and champion pets a champion has slain by dealing the killing blow to these units. Dealing this hit is known as last hitting and is considered one of the most important skills in League of Legends. In the early and mid game, CS along with KDA can be used to compare how well a player is doing against their lane opponent. Wave Gold Value A group of spawned minions is considered a wave. In Summoner's Rift, an undistributed wave consists of three melee minions, three caster minions and possibly a siege minion. Game time Average gold per wave Calculations Average gold per cs 0:00 125 (3 × 21) + (3 × 14) + ( 60 ÷ 3) 15:00 147 (3 × 21) + (3 × 14) + ( 84 ÷ 2) 17:15 150 (3 × 21) + (3 × 14) + ( 90 ÷ 2) 23 25:00 195 (3 × 21) + (3 × 14) + ( 90) Wave Strategy Without player interference a lane's wave is neither advancing or retreating in any significant amount. A minion wave that catches up with its preceding wave starts pushing the lane towards enemy turret. Big waves of minions can overwhelm a turret. When a player interrupts an enemy minion wave, ensuring their minions deal more damage to the opponent's minions than they are receiving, the lane starts to push. In the simplest way, this is done by killing every minion in a wave without interference from your own minions. This changes where in the lane the minion waves clash. On more sophisticated turning the player makes sure their side is making just slightly more damage thus allowing the wave to build up as the wave gets reinforcements before than the enemy wave. Game Terminology Some game terms related to minions: Farming: Last hitting minions to earn gold and experience. Lane Momentum: The strength with which the minions in a lane advance without champion aid. Pushing: Attacking enemy minions to keep allied minions alive and allow them to advance along their lane. Freezing: Preventing enemy minions from pushing the lane without pushing them back. "Winions": A wave of minions so big or so strong that it can destroy turrets, nexuses, or champions without champion aid. Free Farming: Farming without being confronted by an enemy champion. Proxy Farming: Farming behind an enemy tower. It's easier than conventional farming because there is no interference from allied minions, but it's usually much more dangerous. Split Pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret. Minion Variants In the game files, units and structures are labeled using Order and Chaos factions. These are all the Minions used after second Summoner's Rift map update Blue Caster Minion (Order)Red Caster Minion (Chaos)Blue Melee Minion (Order)Red Melee Minion (Chaos)Blue Siege Minion (Order)Red Siege Minion (Chaos)Blue Super Minion (Order)Red Super Minion (Chaos)These are all the Minions used between Beta 1 and Beta 3 Blue Barracks Wizard (Order)Blue Archer Minion (Order)Red Barracks Wizard (Chaos)Red Archer Minion (Chaos)Blue Melee Minion (Order)Red Melee Minion (Chaos)Blue Rider Minion (Order)Red Rider Minion (Chaos)These are all the Minions used between Beta 3 and second Summoner's Rift map update Blue Caster Minion (Order)Purple Caster Minion (Chaos)Blue Melee Minion (Order)Purple Melee Minion (Chaos)Blue Siege Minion (Order)Unused Blue Siege Minion (Order)Purple Siege Minion (Chaos)Blue Super Minion (Order)Purple Super Minion 1 (Chaos)Purple Super Minion 2 (Chaos)Other game modes refers to April Fools' Day, Arcade, Arcane, PROJECT, Snowdown Showdown and Ultra Rapid Fire Minions. Both original Howling Abyss, Twisted Treeline and Murder Bridge had altered variants of the original Summoner's Rift inhibitors before their eventual updates. Blue "Arcane" Caster Minion (Order)Red "Arcane" Caster Minion (Order)Blue "Arcane" Caster Minion (Chaos)Red "Arcane" Caster Minion (Chaos)Blue "Arcane" Melee Minion (Order)Red "Arcane" Melee Minion (Order)Blue "Arcane" Melee Minion (Chaos)Red "Arcane" Melee Minion (Chaos)Blue "Arcane" Siege Minion (Order)Red "Arcane" Siege Minion (Order)Blue "Arcane" Siege Minion (Chaos)Red "Arcane" Siege Minion (Chaos)Blue "Arcane" Super Minion (Order)Red "Arcane" Super Minion (Order)Blue "Arcane" Super Minion (Chaos)Red "Arcane" Super Minion (Chaos) Trivia If the champions do not take part in the battle, the minions in one of the teams will eventually win the game. The team that wins is random. When minions scan for a target, it is possible for a champion to pick up aggro multiple times from a minion. Minions can constantly pick up aggro from you and can follow you through the jungle. By default, each player sees their allied minions and structures in Summoner's Rift in blue and the enemy minions and structures in red. This is just a visual effect, it has no practical effects in the game. Patch History Melee minion base XP increased to 65 from 64. Minion solo experience increased to 93% from 92%. Minion shared experience reduced to 116% from 120%. Melee minion Solo XP increased to from Shared XP reduced to from Caster minion Solo XP increased to from Shared XP reduced to from Siege / Super minion Solo XP increased to 93 from 92. Shared XP reduced to 116 from 120. The first wave of top and bot lane minions are ghosted for 28 seconds, instead of 18, after spawning. Mid lane minions unchanged at 18 seconds of ghosting. Summoner's Rift: Siege minion Super minion Summoner's Rift: Melee minions Caster minions Siege minions Super minion Melee minion turret damage per shot increased to 45% of maximum health from 43%. Removed: Basic attacks dealing 5 bonus physical damage to minions. Minion reduced damage to turrets reduced to 40% from 50%. New Effect: After 20 minutes, minions gain +25 movement speed. This change will be enabled several days into the patch so we can more accurately track its impact. Melee and caster minion health growth over time increased by ~60% Melee minions no longer gain attack damage as the game progresses. Ranged minions now gain ~100% attack damage as the game progresses Turret bullets now deal a fixed percent of minion max health: Melee minions ~45% health per bullet Caster minions ~70% health per bullet Siege minions ~14% health per bullet Super minions ~5% health per bullet New Buff - Pushing Advantage Team level advantage = Average level of your team − average level of the enemy team. The value can be decimal but cannot be higher than 3. If you have a team level advantage: Your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage. Your minions take reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage. Melee minion Initial gold increased to 20 from Gold growth reduced to per minute from Caster minion Initial gold increased to 17 from Gold growth reduced to per minute from Siege minion Initial gold increased to 45 from Gold growth reduced to per minute from Visual and Gameplay Updates on Howling Abyss map (to match Summoner's Rift). Minions no longer gain magic resistance over time. Minion health gain over time increased to compensate the loss of resistances. Siege minions no longer have base armor. Super minions now grant nearby allies minions bonus damage and resistances. Melee minion gold reward 19 ⇒ 20. ranged minion gold reward 14 ⇒ 15. Minions no longer gain armor or magic resistance over time. Siege minions no longer have base armor. Siege minions now start spawning every two waves at 20 minutes. Siege minions now start spawning every wave at 35 minutes. All minion health gain over time has been increased to be roughly as durable as when they had resistances. Visual Update on Summoner's Rift map. Lane minions are no longer worth more experience based on game time. Siege Minions now take 70% damage from Turrets, increased from 50% damage. Siege Minions now deal 150% damage to Turrets, reduced from 200% damage Super Minions now take 70% damage from Turrets, increased from 50% damage Melee minion base gold value reduced to 20 from 22. Caster minions base gold value reduced to 15 from 16. Siege minions Base gold value increased to 40 from 27. Scaling gold value based on time increased to 1 from Minion shared experience increased to 120% from 116%. Melee minion Shared XP increased to from Caster minion Shared XP increased to from Siege / Super minion Shared XP increased to 120 from 116. Damage from lane minions to champions reduced by about 15%. Undocumented: Minion shared experience increased to 116% from 110%. Melee minion Shared XP increased to from Caster minion Shared XP increased to from Siege / Super minion Shared XP increased to 116 from 110. Personal score on Dominion: minion kill reward increased to 2 points from 1. Fixed a bug where minions were not properly displaying stat growth over time. New effect: Shared minion kill experience now grants 110% experience, shared equally between nearby allied champions. Melee minion Shared XP increased to from 64. Caster minion Shared XP increased to from 32. Siege / Super minion Shared XP increased to 110 from 100. March 9th Hotfix Siege minions now spawn every 2 waves after 35 minutes instead of 20. Siege minions and super minions now reduce turret damage by 50%, down from 65%. Minions now deal 50% more damage to turrets, down from 60%. Super minions now reduce turret damage by 50% (down from 65%). Minions now deal 60% more damage to turrets, up from 40%. Melee minion magic resist now increases by per 3 minutes, up from Caster minion armor now increases by per 3 minutes, up from Siege minions: Armor and magic resist now increase by 3 per 3 minutes, up from After 20 minutes, siege minions now spawn every 2 waves, up from every 3 waves. Siege minions and super minions now reduce turret damage by 65%, up from 50%. Fixed a tooltip bug with siege minions and super minions. Super minions now reduce turret damage by 65% (up from 50%). Removed mana from all inhibitor minions. Twisted Treeline super minions: Health increased to 1200 from 1000. Base damage increased by 30. Undocumented: Solo minion kill experience reduced to 92% of the base value (shared experience unchanged). Melee minion Solo XP reduced to from 64. Caster minion Solo XP reduced to from 32. Siege / Super minion Solo XP reduced to 92 from 100. Fixed a bug that caused purple Siege minions to deal and receive normal damage from towers. Gold from minion kills increased by 3 for all minions. Melee minions: Gain 2 additional armor every 3 minutes. Gain additional magic resist every 3 minutes. Gold bounty increased to 22 from 20 on Summoner's Rift and to 26 from 24 on Twisted Treeline. Caster minions: Gain additional armor every 3 minutes. Gain 2 additional magic resist every 3 minutes. Gold bounty increased to 16 from 14 on Summoner's Rift and to 19 from 17 on Twisted Treeline. Siege minions: Gain 2 additional armor every 3 minutes. Gain 2 additional magic resist every 3 minutes. Gold bounty increased to 27 from 25 on Summoner's Rift and to 19 from 17 on Twisted Treeline. Super minion gold bounty increased to 27 from 25 on Summoner's Rift and to 32 from 30 on Twisted Treeline. Improved minion turning when they appear from fog of war. Twisted Treeline: Melee minion gold per kill increased to 24 from 22. Super minions: Health increased by 200. Damage increased by 20. Fixed minion pathfinding. Minion kills now display the correct values. Super minion movement speed aura removed. Minions no longer clear the player's bounty. Super minions and siege minions now have new portraits. Siege minion health boost per 3 minutes increased to 27 from 25. Super minion magic resist reduced to -30 from 0. Minion corpses now fade out when they disappear instead of popping. Super minions: Base health reduced to 1500 from 2000. Health scaling increased to reach the current values at 30 minutes (exceeding it past that mark). Base damage reduced to 180 from 250. Damage scaling increased to reach the current values at 30 minutes (exceeding it past that mark). Super minions: Health scaling increased to 150 from 100 every 180 game seconds. Added a 30% multiplicative movement speed boost aura with a 800 radius that affects both minions and champions. June 19, 2009 Patch Minions no longer have health or mana regeneration. This will help the game run faster. Siege minions: Health increased to 700 from 600. Spawn rate increased to every 3 waves from ever 4 waves. Fixed a bug with ghost minions. They will no longer be present when you reconnect. June 12, 2009 Patch Siege minions: Red and blue siege minions now have Turret Shield (receives 50% reduced damage from turrets). Red and blue siege minions now deal 100% bonus damage to turrets. June 6, 2009 Patch Fixed an issue where minions were not giving players full credit for kills in the announcements. Damage minions deal to champions increased to 70% from 60%. May 29, 2009 Patch Inhibitor bonuses: Melee minion bonus damage increased to 10 from 8. Caster minion bonus damage increased to 18 from 15. Siege minion bonus damage increased to 25 from 20. Added a new passive to mech minions Turret Shield: damage taken from turrets is reduced by 50%. May 23, 2009 Patch Brightened the new mech minions and siege minions. Corrected the collision sizes of the new mech minions and siege minions. May 15, 2009 Patch Removed aura from rider minions. Basic minion gold yield growth reduced by 50%. Added new rider minion and super minion models. May 1, 2009 Patch Destroying an inhibitor no longer causes the enemy team to gain less experience and gold from minion kills. Duration between minion upgrades increased to 200 from 180. Damage minions deal to champions increased to 60% from 50%. Minion gold bounty now caps after 30 minutes (10 upgrades). New melee and caster minions for both blue and red teams. April 25, 2009 Patch Super Minions: Armor reduced to 40 from 50. Critical strike chance reduced to 0 from 10. Health reduced to 2500 from 4000. Damage increased to 250 from 150. Alpha Week 7 Minions should no longer be able to get killing streaks. Alpha Week 6 Archer minion health increased to 280 from 260. Melee minion health increased to 445 from 425. Minions no longer give half gold and experience when you have lost an inhibitor. Alpha Week 5 Minion health bars are now brighter. Alpha Week 4 Melee minion gold bounty increased to 26 from 22. Caster minion gold bounty reduced to 18 from 22. Minions now spawn after 1 minute instead of 1 minute and 40 seconds. Minions now spawn from the Nexus instead of inhibitors. Alpha Week 2 Minions can no longer be denied. Reduced the selection radius of archers and riders (caster and siege minions)
Witam! Ostatnio musiałem zwiększyć liczbę posiadanych klatek na sekundę (czyli FPS – tej nazwy będę używał w dalszej części artykułu) i chciałem podzielić się z Wami kilkoma prostymi sposobami, jak zwiększyć możliwości swojego komputera. W dalszej części artykułu opiszę wszystkie czynności, dzięki którym podrasowałem LoLa. Zaprezentuję tylko i wyłącznie bezpieczne metody. Uprzedzając pytania typu „ile mi to da?” to odpowiadam, że w moim przypadku (bez OC i update BIOSu) skok wydajności wyniósł +53%. Czy warto? Oceńcie sami. 😉 To lecim! Wszystkie czynności zostały opisana dla systemu Windows 7, jeśli macie inny system pytajcie google gdzie szukać danej/podobnej start → komputer → prawy przycisk myszy (czyli ppm) → właściwości →zaawansowane ustawienia systemu → wydajność→ ustawienia → dopasuj dla uzyskania najlepszej wydajności. Gratulację jesteś w 1/3 drogi do wyłączenia fajerwerków. Idziemy dalej!Pozamykaj okna i teraz start → panel sterowania → w wyszukiwarce wpisz usługi → kliknij na wyświetl usługi lokalneznajdź kompozycjekliknij na nie ppm → właściwości → typ uruchamiania zmień na wyłączony → zastosuj. PS. Wyłączenie usług, z których nie korzystacie (jak faks, czy w moim wypadku drukarki) również zwiększy wydajność komputera..Gratulację! 2/3 fajerwerków systemu Windows już nie wybuchnie, pora na na pulpicie klikasz ppm → rozdzielczość ekranu → ustawienia zaawansowane→ karta → lista wszystkich trybów → (przepraszam za brzydki printscreen, ale chce umieścić dwa okna) → wybieramy naszą rozdzielczość, liczbę herców (im mniej, tym bardziej nas oczy będą boleć, ale gry będą działać minimalnie lepiej) oraz liczbę kolorów na 16 już nie wyleci w kosmos, w pozostałych krokach, będziemy wymieniać biblioteki, oraz optymalizować ustawienia samej gryWymiana bibliotek *.dllNa Redditcie pojawił się temat odnośnie pracy grupy fanów LoLa, którzy wyłapali biblioteki, z których korzysta League of Legends i zoptymalizowali ich działanie. Zapraszam do oryginalnego linku (pojawiły się już nieco nowsze wersje programu, ale dalej są niestabilne) plik z tej strony tej → otwórz jako administratorklikamy java + net updateNastępnie LoLTweaks Instalator zapyta się nas, czy na pewno chcemy ściągać„patche” i po ściągnięciu automatycznie uruchomi się instalator, w którym musimy podać naszą ścieżkę do zapytaniu czy chcemy włączyć klikamy tak, pokaże nam się okno z konsoląPyta nas się, czy chcemy zrobić kopie zapasową, ja wybieram opcję N – no ponieważ jestem pewien, że u mnie to zadziała, wy natomiast dla bezpieczeństwa kliknijcie Y – yes. UWAGA: KAŻDĄ Z KOMEND (Y, P, T, Y) POTWIERDZAMY ENTEREMKolejnym pytaniem jest, czy chcemy spatchować, odnowić starą kopie lola czy defrag (uporządkować pliki – na chłopski rozum), oczywistą odpowiedzią jest p – patchna trzecie pytanie odpowiadamy E – exit, chyba że mamy windnows 8 (nietestowana opcja)i czy chcemy zresetować komputer klikamy y i potwierdzamy patchera za KAŻDYM razem, gdy RIOT updatuje lola dla pełnej optymalizacji czyli gwóźdź do trumny problemowi z niskimi FPSamiw katalogu z grą znajdziemy folder config, a w nim game. C:\Riot Games\League of Legends\Config -> game -> ppm otwórz za pomocą -> notatnik (u mnie notepad2)Oczom ukazuje się nam plik z wszystkimi ustawieniami w League of Legends. Chciałbym dokładnie go omówić, ale nie potrafię. Ja testowałem zmianę danej opcji na własnej skórze – czy przyniesie korzyść w postaci zwiększonej liczbie klatek na sekundę, czy też nie. Jednak pokrótce: [General]EnableLightFx=0 – te wartość możemy zmieniać 0-1, jest to sposób z jaką dokładnością pada światło w – gra w oknie. Gra w oknie zwieksza liczbę klatek, ponieważ automatycznie jesteśmy zmuszeni do zmniejszenia naszej rozdzielczości. Mniejsza rozdzielczość = więcej – W skrócie dopasowanie liczby klatek do naszego odświeżania (liczby Hz) na monitorze. Opcja ta włączona (1) sprawia, że mniej psują nam się oczy podczas grania, jednakże dla naszych fpsów jest szkodliwa. Z prostej przyczyny. Jeśli macie mniej fps niż wynosi częstotliwość odświeżania waszego monitora, gra będzie bardziej obciążać procesor, żeby to wyrównać, a i tak jej się nie uda, w efekcie dropy fpsów są – liczba bitów w palecie barw, z których będzie korzystał LoL, standardowo ustawiona na 32. Jako, że w wcześniejszych krokach ustawiliśmy paletę kolorów na 16 bitową, także i w lolu powinniśmy ustawić 16 bitów. [Performance] – prawdopodbnie zakładka, która najbardziej wpływa na liczbę – cienie 1 – wartość najniższaEnableHUDAnimations=0 – animacje w naszym pasku z skillami. (panel pomiędzy minimapą a avatarem bohatera )PerPixelPointLighting=0 – nie mam pojęcia ale ustawienie inne niż 0 spowodowało mnimalny spadek jak – gdy ustawione na 1 widzimy, że trawa – nie mam pojęcia. Wartość inna niż 0 zaowocowała spaadkiem – Wiem co to jest, ale nie potrafię wytłumaczyć tego “z polskiego na nasze”. Gdy ustawimy na 1 polepszy grafikę kosztem – ważna opcja, sprawiająca że GPU nie będzie się krępować w wyciskaniu tylu FPS, ile – pozostałość po żarcie na pierwszego kwietnia. Zmienianie tej wartości nic nie – ustawienie na 1 sprawi, że lol dobierze “najlepsze” ustawienia dla Twojego – jakość tekstur Twojego bohateraEnvironmentQuality=0 – jakość tekstur “trawy” na – jakość tekstur animacji – jakość tekstur – w zaszadzie nie mam pojęcia. [FloatingText] – zakładka, w której ustawiamy jakie “cyferki” mają nam się wyświetlać. Ustawiamy wg własnych preferencji. Mnie zastanawia jedno mianowicie:MagicCritical_Enabled=1 – nie mam pojęcia, co to i dlaczego to występuje. jeśli wiecie co to crit magiczny, dajcie znać w opcje albo nie wpływają na liczbę FPS, albo wpływają w bardzo nieznaczny sposób, lub też są to osobiste preferencje użytkownika, jak wielkość czatu, minimapy czy ilość wyświetlanych cyferek podczas gry. Chciałbym tutaj jeszcze poruszyć kwestie programów zwiększających liczbę klatek w grze, takich jak GameBooster. One działają, ale dużo, DUŻO, lepszy efekt uzyskacie robiąc ręcznie to, co ten program z automatu. Wyłączanie zbędnych procesów – wzywacie 3 królów (ctrl+alt+delete) i klikacie uruchom w menadżer zadań, zakładka procesy. Przetestujcie wyłączenie w grze. Na jednych komputerach poprawia działanie gier, na innych nie. Co do reszty procesów to zgapcie, które wyłącza program z którego korzystacie i wyłączcie je które robicie na własną odpowiedzialność.“ModyfJGacje” systemu – Podkręcanie CPU, GPU – i coś do czego byłem sceptycznie nastawiony – update BIOSu. Działa szczególnie dobrze, gdy Twoja płyta główna jest starsza niż Twój tak wygląda efekt końcowy:W moim wypadku po wykonaniu wszystkich kroków, łącznie z krokami zawartymi w podpunkcie 4 skok FPS wyniósł niecałe + 65%. A wam jak wyszło? Więcej walk z klatkami lub/i trollami na drodze do platyny można zobaczyć na moim streamie tutajZazwyczaj od 17 do 22. W innych godzinach losowe inne gry. Aby być na bieżąco kliknij tych, którzy mają problem z nie aktualizowaniem javy podajemy bezpośredni link – a tutaj zaopatrzycie się w najnowszy .NET Twoja reakcja na nasz wpis: Jeśli zauważyłeś literówkę/błąd we wpisie - prosimy o zgłoszenie tego poprzez specjalny formularz kontaktowy - dzięki automatycznemu systemowi powiadomień będziemy mogli błyskawicznie usunąć błąd.
Hej! Dość pospolitym problemem jest fakt, że wiele osób ma problemy z wydajnością podczas gry. Czasami jest to spowodowane zbyt słabymi podzespołami, ale zdarza się też tak, że problem tkwi w nieodpowiednim dbaniu o swojego PCta. Postanowiłem przedstawić zbiór najważniejszych aspektów, które powodują, że nie możemy grać tak komfortowo jak powinniśmy. Enjoy! Twoja reakcja na nasz wpis: Jeśli zauważyłeś literówkę/błąd we wpisie - prosimy o zgłoszenie tego poprzez specjalny formularz kontaktowy - dzięki automatycznemu systemowi powiadomień będziemy mogli błyskawicznie usunąć błąd.
Dopalacze tymczasowo zwiększają liczbę Punktów Zasług lub punktów doświadczenia przywoływacza otrzymywanych po zakończeniu meczy. Dopalacze dzielą się na dwa rodzaje: działające przez określony czas oraz na konkretną liczbę wygranych gier. Wszystkie mogą zostać zakupione w sklepie Riot za Riot Points oraz podarowane przez Riot. Jednocześnie można stosować oba rodzaje, ale ich premie nie mają na siebie wpływu. Dopalacze na określony czas[] Dopalacze te podwajają ilość bazowych punktów otrzymywanych po meczu, przez określony czas (np. przez jeden dzień). Punkty są podwajane niezależnie od wygranej lub przegranej. Inne premie jak pierwsza wygrana dnia czy pochodzące z innego dopalacza nie zostaną podwojone. Dopalacze na wygrane[] Ten rodzaj jest stosowany tylko w przypadku wygranej i nie ma limitu czasowego na wykorzystanie. W porównaniu do dopalaczy czasowych, te nie podwajają zdobytych punktów, a dają stałą premię o maksymalnej możliwej bazowej wartości, którą można zdobyć w danym trybie. Zmiana została wprowadzona, aby upewnić się, że gracze otrzymają największą możliwą wartość niezależnie od długości meczu. Premia do Punktów Zasług Mapa \ Tryb Standardowy Rankingowy Własny Łatwa SI Zaawansowana SI Summoner's Rift 143-145 158-168 95 74 107-133 Twisted Treeline 120-143 143 51-54 104 Howling Abyss 96 - - - Premia do punktów doświadczenia Mapa \ Tryb Standardowy Rankingowy Własny Łatwa SI Zaawansowana SI Summoner's Rift - ~140 Twisted Treeline - Dostępne dopalacze[] Rodzaj Długość Cena Bazowe PZ 1 dzień 290 Bazowe PZ 3 dni 520 Bazowe PZ 7 dni 1020 Bazowe PZ 14 dni 1849 Bazowe PZ 30 dni 3490 PZ za wygraną 2 wygrane 160 PZ za wygraną 4 wygrane 290 PZ za wygraną 10 wygranych 670 PZ za wygraną 20 wygranych 1250 PZ za wygraną 50 wygranych 2560 Bazowe doświadczenie 1 dzień 150 Bazowe doświadczenie 3 dni 260 Bazowe doświadczenie 7 dni 520 Doświadczenie za wygraną 10 wygranych 350 Doświadczenie za wygraną 50 wygranych 980
Home GryGry Multiplayer zapytał(a) o 23:11 Czy działa jeszcze zbugowany exp boost na lolu ? Chodzi o to , że jak kupię xp na czas i na wygrane to się zestackuje i będę mia ł więcej expa ? To pytanie ma już najlepszą odpowiedź, jeśli znasz lepszą możesz ją dodać 1 ocena Najlepsza odp: 100% Najlepsza odpowiedź Uważasz, że znasz lepszą odpowiedź? lub
ile daje exp boost lol