So I don't know of any specifics related to Coop (as compared to PvP), but I do know that Riot recently changed their formula. If I understand the new formula correctly, there should be no difference between PvP and PvE IP/XP gains on a per game basis (obvious caps still apply).
Previously, the system was based around providing IP in comparison to the 20minute mark (also known as the surrender minimum time). As you played towards that mark you gained more IP/XP and after that mark, these gains rapidly diminished.
To help explain this, let's take the following sample:
I play a PvP against Grace Note and she beats me 25 minutes in. She gets about 115 IP (plus a bonus) for winning and I get about 65 for losing. Now, let's say we play again and again she wins, but this time it takes her 45 minutes to woop my butt. I would get 72 IP for hanging in longer, but she would only get 100IP!
Obviously the goal here was to penalize longer wins and shorter losses. Unfortunately, this encourages farming games, where teams agree to surrender at the 20 minute mark. So Riot changed that formula to a new one. Here's your TL;DR:
IP/XP scales with time
For those concerned about endless games, the formula is essentially linear up till the 55 minute mark. Additionally, both Winners and Losers scale up with time (meaning you're no longer penalized for a long win). There is also an extra flat bonus for playing the game which does not scale. Finally, they've also removed the bonus for non-leaver streaks (in preference to the new judgement system.
For more information on the new system you can read here.
Also, pictures!
Post Script
For those unaware there are also difficulty scaling modifiers for Coop vs AI
These percentages represent how much of the standard reward is received:
- Summoner level 1-9: Beginner: 100% Intermediate: 100%
- Summoner level 11-19: Beginner: 75% Intermediate: 100%
- Summoner level 20-29: Beginner: 50% Intermediate: 100%
- Summoner level 30: Beginner: 25% Intermediate: 75%
Okay, from my experiments, it goes:
Armor/MR reductions <--> Percentage Reductions
(They stack multiplicatively, so order is irrelevant)
Flat Reductions
This makes sense, since if flat reduction was the first thing applied, after armor, it may have failed to provide a benefit at all (since, for instance, the difference between 50 * 27% and 48 * 27% is minute at best. 50 and 27% being the base attack damage of Ezreal and the armor of Amumu, my two test characters.)
Shields act as health, and damage done to shields is likewise reduced by armor / magic resist. (Meaning shields on tanks can generally absorb more punishment than shields on squishies)
Best Answer
Too bad. Fix your internet. Those guys aren't going to let you go even when your internet is bad.
Quote from NA LoL: The first time a player leaves a game, they’ll see a pop-up explaining that leaving is not okay and then have to manually agree to not leave future games. If they continue to ruin other players’ experiences, they’ll enter lower-priority matchmaking for a number of games.
Basically it means that when you see a pop-up after a game saying that you have to agree that you won't leave anymore games, that's the threshold. That is the last warning. From my experience, not more that 5 games.
Yes. True.
Depends on your frequency of getting banned. The chances are much higher when you get banned, for example, 6 times in a very short time (6 bans in 12 games), than being banned in a long time (6 times in 120 games).
No.
Yes. You will be reported every time you break a rule and you can (not will) be punished. The effect of the ban can vary, depending on the severity.
You will get chat restricted if people reports you for being toxic numerous times.