
Here's the important part of the code from the new ability:
basically, at first attack you have 0 chance to procc, which increases 10 times (111) from 0% to 80%. At the 12th attack, you procc for sure.Code:<compare a="charges" b="11" op="ge"> <spawnaffector name="Affector_Legionnaire_Ability3" target="source_entity" firsttarget="" /> <playeffect effect="effects/cast.effect" source="source_entity" target="" /> <startcooldown /> <setcharges a="0" /> <resettimer /> </compare> <else> <evaluate a="8" b="charges" op="mult" /> <evaluate a="0" b="result" op="add" /> <evaluate a="result" b="100" op="div" /> <chance threshold="result"> <spawnaffector name="Affector_Legionnaire_Ability3" target="source_entity" firsttarget="" /> <playeffect effect="effects/cast.effect" source="source_entity" target="" /> <startcooldown /> <setcharges a="0" /> <resettimer /> </chance> <else> <addcharges count="1" /> <starttimer duration="5000" /> </else>
After each procc, charges get reset. If it didnt procc it increases charge by 1 for max 11 times.
With the old skill (always 17%, 100% for 12th attack without procc) you had an average of 1 Spin per 5.25 attacks.
With the new skill you have an average of 1 Spin every 5.125 attacks, which would be a buff of 2,3%.
The bigger difference however is that with the new skill you can't procc twice in a row. So if you were really lucky with spins before, you will probably notice this as a nerf.
With the old skill, you had a 17% chance on proccing on first hit, which is impossible with the new skill.
With the new change, it is very unlikley to procc before the 3rd/4th attack compared to the old skill. But you will not have to wait longer than 7 attacks to procc it most of the time.
IMO this change makes it alot easier to farm in jungle, but in teamfights it might actually be a little worse. because you won't be able to suprise enemies with luckspins anymore, but the fact that the spins are happening in a more constant fashion, may help in jungle.
Overall: this is a small buff to legionnaire, and you won't have to wait for the 12th attack anymore. almost never. With the new skill, the probability that you have to wait for 12 attacks, is the smallest (0.11%). With the old skill it was pretty much: either procc at 1st or 2nd, or just wait for the 12th.
1st4th attack: nerf
5th: about the same+.
6th12th: ALMOST NEVER WAIT FOR 12th AGAIN! BUFF++
Chance that you procc at xth attack:
and cumulative distribution function:
PS: dont play legio until they fix the bug, at the moment it only proccs at 12th attack xD
Last edited by blackAngel; 04052012 at 05:41 PM.
I helped design this change. I assure you this is indeed a buff.
Yes, you cannot spin twice in a row. However keep in mind that there is a cooldown (old and new method). This cooldown prevented spinning twice in a row anyhow if being attacked very quickly, even with the old system. With the new method by the time spin comes off cooldown you're already at 2 or 3 charges and ready for prime time.
I'll post what I had done to convince DOGKaiser of this change in a bit.
When I was younger I had an imaginary friend.
Now, with Facebook, I have hundreds of imaginary friends.
American proverb
Numbers for Legionnaire's spin, for comparison:
Table:
Graph:
Basically, he has a much greater chance of spinning between 3 to 7 attacks, rather than either very quick (1 to 2 attacks) or not at all (12 attacks). His overall effective spin rate has increased from 19.035% to 19.512%.
When I was younger I had an imaginary friend.
Now, with Facebook, I have hundreds of imaginary friends.
American proverb
would be nice to see the reasoning behind 0% on 1st attack, having one attack every 212 attacks never spin seems bad, considering spin has cooldown so 2 consecutive spins are not so op
List of HoN streamers
http://streamlist.g6.cz
this isn't entirely correct, since you dont get charges added while the ability is on cooldown.
So either way, the cooldown prevented spins and adding charges first, and now only adding charges (since it wouldnt procc anyway on first charge).
And yes it is a buff, but the mean is ALMOST the same and since the new version can't procc twice in a row, the best case scenario(multiple consecutive proccs vs every 2nd attack is a procc) is twice as bad as the old one.
worst case scenario is still the same, but much more unlikely in the newer skill, which pretty much sums up the buff.
Like i said before, in jungle the more constant spins will come in handy, in teamfights you'd profit more from more consecutive, but at least you won't encounter the worst case scenarios anymore.
well, since he's bugged, theorycrafting is all we can do right now, but i'm sure there will be some complaints about no possible double proccs. overall damageoutput should still be about the same (+2.3% better), so i guess they wouldn't be justified anyway.
Did you really have to create a new one? (mine)
also @IanDresari: you don't get charges while it's on cooldown.
You could always just add a very tiny base proc chance and voila, problem solved. Now there's a possibility he can doubleproc rather than 0%.
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Because I've been working on and pushing for this change for about two months. I had this thread in notepad ready to copy over in anticipation of the change for weeks.
Considering that your numbers are correct (unlike some posts on Reddit) and you somehow beat me to it, I therefore merged the threads and kept you as originator. Nice work!
When I was younger I had an imaginary friend.
Now, with Facebook, I have hundreds of imaginary friends.
American proverb
i like this post because fancy line graphs.
edit: ps macrohard your bar graphs DISGUST ME!
When I was younger I had an imaginary friend.
Now, with Facebook, I have hundreds of imaginary friends.
American proverb
oh this sounds so awesome.
as far as I'm concerned I'd be fine with a nerf to the overall spin, as long as it is a bit more consistent.
"Sorry guys, my jungle farm is horrible because of being unlucky with spins."
Just wanted to note that the official calculation algorithm wasn't published, so I figured out how the percentages were calculated (finally).
From this table (the righthand side) that MacroHard made:
Let "n" represent the attack number. So n=1 would mean attack #1, n=2 would mean attack #2, and so forth.
This is actually a recursive function because the calculations for the next iteration are based dependent on some parameters that were used to calculate the previous iteration.Actual Chance(n), expressed in Decimal Form = (Individual Chance(n) / 100) * PRODUCT [(1  (Total Chance(n1) /100)]
, where Individual Chance(n) and Total Chance(n1) is expressed in % Form
Given the initial condition that Actual Chance(1) = 0:
Actual Chance(2) = (8/100) * (1  0/100) = 0.08
Actual Chance(3) = (16/100) * (1  8/100) = 0.1472
Actual Chance(4) = (24/100) * [(1  8/100) * (1  16/100)] = 0.185472
Actual Chance(5) = (32/100) * [(1  8/100) * (1  16/100) * (1  24/100)] = 0.18794496
And so forth. To reexpress the Actual Chance in % Form, simply multiply the Decimal Form by 100. I initially did the calculations on Excel with Decimal Form because there is less clutter, thus it's easier to convert to and work with Decimal Form and convert back to % Form at the very end.
Now we know the algorithm!
Last edited by ElementUser; 09072015 at 05:24 PM.
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Striving to create the most captivating and unforgettable gaming experiences.ElementUser  QA / Technical Design Assistant
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