@@bumpahhi if you have a limited mind and just play game by game you are right. If you care about improving and try to get a higher rank in the long run checking if you take too many/too little ressources is something you can do. And a great performance indicator for how well you use the rss you are given is a comparison for damage/gold between you and your teammates.
Lmao yeah. Doing alot of dmg but not having any kd/a means you're just hitting people without actually achieving anything. All he'd have to show is turret dmg or gold difference to explain his playstyle . (Edit) And to clear up any confusion, noone said Baus is not a good player, or that he's not joking. Cope said jokingly is still cope, that's the whole punchline.
@@sp00kimcskel48high kill can either means youre the MVP or you last hit/kill steal a lot. While this the first match wasn't the best, baus do always carried his own weight, sometimes even carried the game even while low kda. Edit: nvm, it was irelia AP, hes trolling and you guys fall the bait harder than a coke addict.
@@lordhoboofsavior36Then just compare damage? Having more damage per kill just means you're not killing enough people with the damage you do. If you perma fight you're always gonna have mid-high damage anyway. Damage per kill is literally just copium for people who perma fight (high damage) and lose (low kills).
Damage per kill is an interesting statistic, but I think damage per gold income is even more meaningful. Of course, being the GOAT that he is, Baus still tops those numbers
@@noyou174 the whole idea is stupid anyway I was just pointing out the fact that if you absolutely want to die on the hill of "dmg per kill" at least take into account assists. This metric is pointless to begin with
The new editing for the outro is genius, putting the damage charts (which ofc everyone wants to see) during the outro roll has to massively improve his watch time %, massive brain play from The Messi of LoL
You should do damage per kill participation (kills + assist). I think that would be more accurate since most dps characters cant hit the last shot but still do the most damage which skyrockets their dmg per kill. For example, think of an adc with 70k dmg and 14 kills. Thats 5k dmg per kill (by your logic) and then think of his support with idk 30 assist and 1 kill which dealt only 13k dmg. (Numbers are random.) That makes the support deal 13k dmg per kill which indicates support has more dps than the adc. For another example think of anyone with 0 kills and idk 59 deaths (baus likely). How much damage per kill does it make ?
Also, wouldn't this stat just point out how hard it was for someone to get a kill? For example if you are constantly one shooting enemies, the damage per kill will be lower than a player that deals damage overtime and allows the enemy time to regen. Am I using bad logic here? But I think a more efficient damage per kill ratio is better right?
in statistics and model validation we do use metrics that depend on distance, and sometimes distance tends to 0. Damage per kill = dmg / (kill + eps) where eps can be a small number or simply 1. What I'm trying to say is that just because it goes to infinity it doesn't mean it's unusable
@@cagregekeles9997 lim 1/x when x -> 0 while being positive is +∞, and since kills can't be at a negative amount we can assume that damage / kills diverges to +∞ when kills goes to 0
hey guys. Hope everyone is doing well. im currently in the worst moment of my life because of severe depression and i don't know how to change. Nothing looks life before and i'm pretending to end it all soon... Baus' videos really do help me forget all the shit im going through, really pray thay he never stop❤
7k damage per kill just means you're fighting tanks constantly and not killing them. "I have highest dps!" says the tracer who just shot roadhog pointlessly all game.
damage per kill isn't necessarily a good metric for comparing with others. when it's high it may indicate you are good at applying damage or it may indicate you suck at finishing kills. and on the other side, low damage per kill can indicate that you are only last hitting without outputting much damage, or that you cleanly finish every kill you start. no matter your champ and its dps, any ennemie you fight only has a set amount of hp to lose. to replenish those hp and allow you to keep dealing dmagae he has to sustain during your fight, to die and respawn full health, or to escape and recover health at base. if you were trying to maximize damage per kill, the best way to do it would be to fight non stop and, once the enemy is low, let him escape or get yourself killed. when most enemies had 2k-3k max hp, 7k damage per kill basically mean you had to take down 2 health bars to kill 1 enemy. this actually show that the use of your total dps is inefficient for the endeavor of killing enemies.
Actually dmg per kill make sense but the lower the better haha the more DMG you do means you did some random dmg in lane that didn't not amount to anything
My last game i did a total of 24k dmg and people on my team wer on 35k. I did the caculation, my kaisa was 2k dmg/kill with his 16 kills meanwhile i was 24k dmg/kill, even tho i died 12 times guess i carried.
I am confused, damage per kill being crazy high is very very bad, it means you aren't finishing people off? Doing a lot of damage then dying and getting no kills isn't a good thing.
I really need to poop but well gonna strugle 16 more minutes i guess edit : i pooped on brother's room but well not my bed not my problem as wise guy said
i love baus but there is no way this guy thinks damage per kill makes any fucking sense. with this logic you want 1 kill every game. like what the actual fuck he has to be trolling