E-Transfer-Simulation
Timing warning
E timings are arbitrary, precise timings might differ in-game and cause different numbers. Simulation expects the E-Slam-1 impact on exactly 1.000s.
Reference video
Debug Copy
Debug Paste
Target dummy
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The Spirit spawns as an exact copy of these stats.
HP
Resistances
Black Cleaver stacks
Lose stacks after E
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Timing E so that the Spirit is created with reduced armor from Carve but the real target loses their Carve stacks before damage is applied to the Spirit.
Illaoi
Level
6
Bonus AD
Ability power
Armor pen %
Lethality
Tentacles in range
Ability ranks
Q - Tentacle Smash
W - Harsh Lesson
E - Test of Spirit
Items
Black Cleaver Carve
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Apply black cleaver shred like it is done in-game.
Spear of Shojin
Stacks:
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Due to no Q and R in the simulation, Shojin stacks are just set here and will be used inside the calculation without expiration timer. Could be hard to redo in-game unless W is used to extend the timer.
Giant Slayer
Bonus HP:
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Everything above 1000 HP is considered Bonus HP for target dummies. Use this field if you want to do real champion testing. The added HP here is NOT added on top of the selected HP above.
Steraks AD
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Add AD according to Steraks REAL values, not rounded UI values.
100% Crit Chance
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W bonus damage does not crit.
Runes
Conqueror
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Started slams don't adjust their stats. They can still benefit from boosted E.
W bonus damage is boosted from W regular damage, including boosted E. Conqueror stack behavior is janky in-game due to W overriding the cast-instance of tentacles. Simulation accounts for that.
Timing Conqueror is very precise but the E skill is not!! Numbers can be slightly off.
First Strike
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First Strike is bugged for same cast-instance damage. The bug reduces damage by a lot. AA and regular W damage works fine.
Formula to calculate bugged first strike damage: (Pre-mitigation × Spiritmod) × 0.07 × Emod × (1 + Vesselmod) × 1.07
Additionally, First Strike double dips the damage amp on AA/regular W's own redirect, so the real amp there is not 1.07, rather it is 1.07².
Simulation is not exact as all First Strike mechanics are not fully understood yet. That said, only attacking the Spirit might give accurate numbers until reaching lethal damage threshold.
Coup de Grace
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Not tested yet, numbers might be off, especially for lethal hits.
Cut Down
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Not tested yet, numbers might be off, especially for lethal hits.
Last Stand
HP:
30%
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Not tested yet, numbers might be off, especially for lethal hits.
Adaptive Force Shard
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Adaptive Force behavior like in-game.
Settings
Slam animation (s)
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Not supposed to be used, this is not tested yet and probably breaks the simulation when changed.
AA-Reset efficiency (s)
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Time delay after AA connects damage to W. 0s is frame perfect reset.
Spirit lifetime (s)
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Timer starts the moment E lands, so effective lifetime is 6.25s.
First AA delay (s)
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Add delay before the very first autoattack as buffering that auto can be difficult.
E Transfer-% Override
0
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Adds value on top of the regular E-Transfer-%.
If used, result is not achievable in-game. Just for scientific purposes.
Black Cleaver Verbose
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Lists Carve stacks on the combat logs.
Conqueror Verbose
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Lists Conqueror AD and stack grants on the combat logs.
Conqueror E-% Verbose
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Lists E-Transfer AD on combat logs ONLY when it does not match the Conqueror stacks from the source of the transfer.
Compact Verbose
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Shortens every verbose tag in the combat log to its bare minimum (e.g. [Shojin x4, +12% transfer] becomes [Shojin x4]). Purely visual, no effect on the math.
Conqueror Unexpected T-%
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Use this if you want to consider Conqueror's boosted transfer-% as "unexpected" and match the logic for the Spear of Shojin boost etc.
Decimals
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How many decimal places every combat log value displays with. Purely visual - every value is still computed and stored at full precision, this can't change the math.
Combos
Reset
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Slams occur automatically.
One combo per line —
Name: AA, W, AA …