Item Magic Penetration Rework Concept

Meep Man·10/29/2016, 9:46:59 PM·1 votes·882 views

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item 3135 Void Staff item 1026 + 900 Gold = 1750 Gold +40 Ability Power UNIQUE Passive- Void Destruction: +50% Bonus Magic Penetration, up to a maximum of 35 Magic Resist ignored.

This modernizes Void Staff with Last Whisper, making it an anti-magic resist item against targets building magic resist. However, Mages in general shouldn't be killing Tanks, so the Magic Penetration ignored has a cap. It can ignore up to 35 Magic Resist, allowing you to ignore enough magic resist to deal with those building magic resist, but not enough to benefit against enemies building more than one Magic Resist item.

item 3136 Haunting Guise item 1052 + item 1052 + 480 Gold = 1350 Gold +40 Ability Power UNIQUE Passive: +15 Magic Penetration

Haunting Guise's cost is currently really fat due to the health it provides. We are removing it and making it a pure AP item that Burst Mages and AP Assassins should be interested in building. This also allows it more potential for building into new items besides just Liandry's, which is also getting changed.

NEW item 3135 Staff of Icathia item 3135 + item 3136 + 200 Gold = 3300 Gold +90 Ability Power UNIQUE Passive- Void Destruction: +65% Bonus Magic Penetration, up to a maximum of 50 Magic Resist ignored and a minimum of 15 Magic Resist ignored. UNIQUE Passive- Relic of the Void: For every 10% missing health the target has, deal 3% increased magic damage to them, up to a maximum of 15% increased damage when enemies are at or below 50% max health.

This is the % Magic Penetration item for Burst Mages and AP Assassins. The amount of magic resist the item can ignore has been increased and has also been given a minimum. It also packs a new passive that allows the item to give the user more damage based on the target's missing health, up to 15% increased damage. Lore-wise this staff belongs to Malzahar.

NEW item 3135 Staff of the Rebellion item 3135 + item 1026 + 700 Gold = 3300 Gold +90 Ability Power UNIQUE Passive- Void Destruction: +65% Bonus Magic Penetration, up to a maximum of 60 Magic Resist ignored. UNIQUE Passive- Relic of the Void: For every 5% missing health you have, deal 1% increased magic damage, up to a maximum of 15% increased damage when you are at or below 25% max health.

This is the % Magic Penetration items for AP Bruisers and tankier AP users in general that also wish to deal damage. The maximum amount of magic resist ignored is more than the amount provided by Staff of Icathia, but it does not have a minimum, being more suited for the AP Bruisers trying to get through the front line. Furthermore, the increased magic damage dealt is now based on your own health rather than the enemies, making it even more further suited for the frontline which should be taking more damage than the Burst Mages and AP Assassins using Staff of Rebellion. Due to this, the AP Bruiser's magic damage amp is also not dependent on each target, simply being increased against every target they hit. Lore-wise this staff belongs to Kassadin.

item 3151 Liandry's Torment item 3136 + item 3108 + item 1052 + 715 Gold = 3400 Gold +100 Ability Power +20% Cool Down Reduction UNIQUE Passive: +15 Magic Penetration UNIQUE Passive- Eyes of Pain: Dealing ability, magic damage to an enemy champion applies a stack of Pain to them for 4.5 seconds and refreshes other stacks of Pain on them. Once a target has acquired 4 stacks of Pain, after a 2.5 second delay, the target will take 15% of their missing health as magic damage and this item will be put on cool down. Only one target can have stacks of Pain applied to them at one time, with all stacks of Pain being removed from a target upon a new target being damaged. Area of effect abilities and damage over time effects of the same spell or passive apply stacks of Pain to the enemy champion closest to you. (120 second cool down) Ability, magic damage as in damage that applies spell effects and that is also magic damage. Also, damage over time effects of the same spell or passive means if multiple targets are affected by Brand's Blaze for example, the target closest to Brand will constantly be applied stacks of Pain instead of stacks of Pain constantly being applied and unapplied to every target affected by Blaze.

Liandry's Torment was difficult. Mages as of right now have a ton of health for some reason being provided to them through items, whether it be Protobelt, GLP, Rylai's, Liandry's, or Rod of the Ages. It's strange to say the least. I wanted to change Liandry's to be more offensive in it's design and be useful to those who would be building Haunting Guise while still being useful on those build it right now. Therefore, I made it a little similar to current Duskblade, except instead it requires you to apply multiple stacks of Pain to a target through your spells. This way, it is still a decent purchase for DoT Mages (since you can apply a DoT on a target and usually apply 4 stacks of Pain) and be a good purchase on Burst Mages and AP Assassins (since a full rotation from a Burst Mage or AP Assassin usually applies at least 4 instances of damage and those that don't are usually designed to kill their target with less than 3 instances of damage. They wouldn't buy this item). It also provides 20% CDR to make applying stacks of Pain easier and due to the fact that Riot has said they wanted to try and add another 20% CDR Mage item for those that want to rush CDR over everything else.

NEW item 3136 Mask of the Phantom item 3136 + item 1058 + item 1027 + 500 Gold = 3450 Gold +100 Ability Power +300 Mana UNIQUE Passive: +15 Magic Penetration UNIQUE Active- Phantom's Edge: For the next 2 seconds, 15% of all magic damage you deal is converted into true damage. Once this effects ends, regain 15% of the total mana spent during this time for every enemy champion killed during this time.

This is a new Burst Mage and AP Assassin item to combat magic damage shields and buffs that specifically reduce magic damage. It doesn't completely negate those effects, but it helps against them greatly. It also provides a mana restore effect for Burst Mages so that they aren't mana starved after one burst out in the wild and have to immediately back after just a few rounds. How effective the purchase of this item varies from game to game, but it will always provide some increased damage.

item 3091 Wit's End item 1043 + item 3135 + item 1042 + 500 Gold = 3550 Gold +40 Ability Power +65% Attack Speed UNIQUE Passive- Void Destruction: +45% Bonus Magic Penetration UNIQUE Passive- Power of the End Bringer: Your basic attacks deal 33.3 bonus on-hit magic damage, increasing by 2% for every 1% of max health the target has, up to 100 bonus on-hit magic damage.

Wit's End is currently a very niche item meant for allowing Magic Damage on-hit champions to deal with enemies stacking MR. However, overall, it usually ends up falling on it's face or being too effective. Since this item isn't bought on Mages and is usually bought on champions expected to be taking down Tanks, this item has the Void Staff passive on it, but without a cap on the amount of magic resist it can penetrate. So that this item isn't abused by Mages, it provides an extremely small amount of AP and majority of the damage it provides is through basic attacks. It provides some of the highest attack speed in the game and provides an effect that was created to deal with Tanks, dealing up to 100 bonus on-hit magic damage against full health enemies, eventually decreasing to 33.3 bonus on-hit magic damage against an enemy with less than 1% max health. It is an item who's entire purpose is to allow Magic Damage On-hit Champions to deal with Tanks, having a similar purpose to what it had before with some extra power in there slapped in there.

item 3020 Sorcerer's Shoes item 1027 + item 1001 + 450 Gold = 1100 Gold +400 Mana +25% Base Mana Regen. UNIQUE Passive- Enhanced Movement: +55 Movement Speed

Finally, we come to the conclusion of this with, actually, a removal of a Magic Pen source. Sorcerer's Shoes was too global of an item to be providing a counter-stat effect. It essentially made the Magic Resist of enemies be passively reduced by 15 against Offensive Mages. Instead, Sorcerer's Shoes has been changed to instead provide 400 Mana, a small amount of Base Mana Regen., and 55 Movement Speed, making it the only 1100 Gold Boot to provide 55 Movement Speed. These Boots essentially just help the struggles of Mages in the early game, providing Mana Sustain and helping their Immobile status become less of an issue (yet still a weakness, 10 movement speed isn't going to change that). Basically, these boots make the laning phase of a Mage easier without giving them a counter-stat on an incredibly globally bought item. Removing the 15 Flat Magic Pen from this item was required if more Flat Magic Pen items were to be added to the game, meaning a Mage couldn't have 30 Magic Pen with just one completed core item outside of Boots, allowing them to ignore all of the Magic Resist of ranged enemies without any bonus MR (Ranged champions have 30 base magic resist that doesn't increase per level).


That is the conclusion of the Magic Penetration rework. Abyssal Scepter isn't here because it is already being changed in Preseason 7 to no longer provide Magic Penetration with it's aura, so I didn't bother with messing with it. I hope you guys liked it and read all of it. Feedback is, of course, appreciated! The goal of these changes was to give Burst Mages and AP Assassins their own class of items (plus some other fixes) so that they are less likely to build other AP items, such as Rylai's (post-nerf of course). It also hopes to make it to where Magic Resist doesn't shut down some Mages as much as it currently does. Now, of course, there is likely going to be some interactions with some champions that these items cause like ANY ITEM CHANGE IN THE HISTORY OF LEAGUE OF LEGENDS! That is why I wish to have your feedback to see if an item here is too strong or if a champion would need to be nerfed due to too much power gained from these changes. Nerfing a champion is an option if they gain too much power, yet the item is balanced on others. That's key here when looking at feedback. Is it the item being overpowered or champion-item abuse? ALSO, there may be some champions nerfed by these item changes and would therefore require buffs with these changes. Then it becomes an issue of do the items in this list supporting the champion need to be buffed or does the champion need to be buffed since the items are balanced with majority of others? Please keep this in mind when commenting below. So, with that over with, please leave any feedback you want below! Constructive feedback will be taken in more than destructive feedback (so to speak).

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