Let's give Koggles %effective health damage

Pierce The Veal··2 votes·844 views

This would behave similarly to true damage, but it would scale up in damage if Kog got armor (or magic?) penetration. But at the same time, % damage reductions would still be able to reduce its damage. The only catch is it would also scale up with the enemy's resists.

The idea is to make this his passive, and make it so he heals for half of the damage dealt so that he is at least somewhat viable.

39 Comments

Quepha1 votes

Let me try to understand what you're saying. 1000 hp 30 armor 30 MR attack deals 100 damage 1000 hp 60 armor 60 MR attack deals 200 damage?

If so, that's dumb.

Pierce The Veal1 votes

{quoted}

Let me try to understand what you're saying. 1000 hp 30 armor 30 MR attack deals 100 damage 1000 hp 60 armor 60 MR attack deals 200 damage?

If so, that's dumb.

Not at all.

1000*1.6(from 60 armor) =effective health = 1600 2% of that is 32 HP (not all that much tbh) 1000 * 1.3(30 armor) =effective health = 1300 2% of that is 26 damage.

So their having more armor increases the damage you deal against them. But the damage dealt would still be a % of their max health equal to 2%. But if you have like 30 armor pen, you'd still be dealing 32 damage to the guy that has effectively 1300 health. So effectively 2.46% max hp true damage.

It's basically true damage that scales UP with how much of their armor you penetrate. You hurt MORE if you PENETRATE more of their defenses. The only catch is % damage reductions would still work on it, so you won't be outright melting people with phantom dancers or alistars.

So it fits the corrosion thematic.

Quepha1 votes

{quoted}

Not at all.

1000*1.6(from 60 armor) =effective health = 1600 2% of that is 32 HP (not all that much tbh) 1000 * 1.3(30 armor) =effective health = 1300 2% of that is 26 damage.

So their having more armor increases the damage you deal against them. But the damage dealt would still be a % of their max health equal to 2%. But if you have like 30 armor pen, you'd still be dealing 32 damage to the guy that has effectively 1300 health. So effectively 2.46% max hp true damage.

It's basically true damage that scales UP with how much of their armor you penetrate. You hurt MORE if you PENETRATE more of their defenses. The only catch is % damage reductions would still work on it, so you won't be outright melting people with phantom dancers or alistars.

So it fits the corrosion thematic.

But the damage bonus due to armor penetration (flat or %) is done by reducing how much the armor reduces damage, you can't do that if the armor isn't reducing damage. Not only does it not make sense but the math just doesn't work. Do you calculate as if they have zero armor? then % armor reduction doesn't increase your damage at all (which I assume to be one of the main goals of your suggestion)

Pierce The Veal1 votes

{quoted}

But the damage bonus due to armor penetration (flat or %) is done by reducing how much the armor reduces damage, you can't do that if the armor isn't reducing damage. Not only does it not make sense but the math just doesn't work. Do you calculate as if they have zero armor? then % armor reduction doesn't increase your damage at all (which I assume to be one of the main goals of your suggestion)

This damage scales up with enemy resists, but penetrating enemy resists doesn't reduce your damage.

I feel like you have to be stupid to not realize that each 1 armor/magic resist counts as 1% extra effective health. I very obviously showed math with someone who has 60 armor and someone who has 30 armor.

Rebonack1 votes

If I'm understanding this right, it would basically be %HP magic damage (like what Koggy has) that gets amplified by how much magic resist the target has.

Seems a bit too confusing to me. If Kog were getting a new Innate with a true damage theme, I think flat true damage that scales with his level and heals him for an equal amount if he's hitting an enemy champion would be more fitting.

Pierce The Veal1 votes

{quoted}

If I'm understanding this right, it would basically be %HP magic damage (like what Koggy has) that gets amplified by how much magic resist the target has.

Seems a bit too confusing to me. If Kog were getting a new Innate with a true damage theme, I think flat true damage that scales with his level and heals him for an equal amount if he's hitting an enemy champion would be more fitting.

The point of this is that this damage scales up with enemy resists, but by building more penetration you end up dealing more damage, therefore dealing more damage by corroding their armor. I.e. what acid does.

Quepha1 votes

{quoted}

The point of this is that this damage scales up with enemy resists, but by building more penetration you end up dealing more damage, therefore dealing more damage by corroding their armor. I.e. what acid does.

how would corroding their armor benefit if you're already ignoring it?

Pierce The Veal1 votes

{quoted}

how would corroding their armor benefit if you're already ignoring it?

Corroding their armor will expose them to more acid which will increase the damage the receive.

Quepha1 votes

{quoted}

Corroding their armor will expose them to more acid which will increase the damage the receive.

If wearing armor prevents some acid from coming into contact and dealing damage, then armor protects them.

Pierce The Veal1 votes

{quoted}

If wearing armor prevents some acid from coming into contact and dealing damage, then armor protects them.

But the acid seeps through the gaps and still hurts them fully, it's just when the armor is completely corroded the reaction constant falls in the favor of the product so they (the reactant) get hurt more.

Quepha1 votes

{quoted}

But the acid seeps through the gaps and still hurts them fully, it's just when the armor is completely corroded the reaction constant falls in the favor of the product so they (the reactant) get hurt more.

But more armor would slow the seeping and reduce the amount that seeps through, obviously this kind of damage would be reduced by some degree by more armor.

Pierce The Veal1 votes

{quoted}

But more armor would slow the seeping and reduce the amount that seeps through, obviously this kind of damage would be reduced by some degree by more armor.

At this point I would like to note that Katarina's daggers deal magic damage.

The fact of the matter is an increased amount of armor means an increased amount of reactant, and as such a sped up reaction due to how stereochemistry works. Therefore more armor would just dissolve more quickly.

Quepha1 votes

{quoted}

At this point I would like to note that Katarina's daggers deal magic damage.

The fact of the matter is an increased amount of armor means an increased amount of reactant, and as such a sped up reaction due to how stereochemistry works. Therefore more armor would just dissolve more quickly.

But it still neutralizes more of the acid to get through that armor. It doesn't matter if it goes faster, there's still less active acid by the time it reaches skin.

JustMyBassCannon1 votes

True damage that scales with penetration stats and damage amplifiers, basically.

Because that doesn't completely miss the point of true damage.

Pierce The Veal1 votes

{quoted}

True damage that scales with penetration stats and damage amplifiers, basically.

Because that doesn't completely miss the point of true damage.

Well it's more like regular damage that scales with enemy resists, but doesn't scale down when you penetrate those resists.

JustMyBassCannon1 votes

If you have 1000 HP and 60 MR, you have 1600 effective magic HP. 2% of effective health is 32 damage, which is reduced to 20 damage after MR, making it 2% of max health.

Because it scales on your effective health, it will always deal 2% of maximum health as if it were True damage. However, as it's still categorized as Magic damage, it benefits from MPen. So, if you have 24 MPen from Runes and Masteries (pretty easy), while the damage you deal is 32 before MR, it's 24 after reduction (23.5 really), making it effectively 2.4% of max HP. If you ignored all their MR, it would be effectively 3.2% of max HP.

Unfortunately, the point about damage amps is moot, because most of them don't exist anymore. The only one left is Vladimir's ultimate, and I believe that one does affect True damage anyway.

Still, it's effectively True damage that scales up with Penetration. For every 100 points of resistance ignored, you effectively increase the %HP by another 2%.

Also, ironically, it would get weaker with resistance shredding, which is Kog'maw's Q. Because their MR would be reduced, so would their effective HP, reducing the total potential damage of his W.

Pierce The Veal1 votes

{quoted}

If you have 1000 HP and 60 MR, you have 1600 effective magic HP. 2% of effective health is 32 damage, which is reduced to 20 damage after MR, making it 2% of max health.

Because it scales on your effective health, it will always deal 2% of maximum health as if it were True damage. However, as it's still categorized as Magic damage, it benefits from MPen. So, if you have 24 MPen from Runes and Masteries (pretty easy), while the damage you deal is 32 before MR, it's 24 after reduction (23.5 really), making it effectively 2.4% of max HP. If you ignored all their MR, it would be effectively 3.2% of max HP.

Unfortunately, the point about damage amps is moot, because most of them don't exist anymore. The only one left is Vladimir's ultimate, and I believe that one does affect True damage anyway.

Still, it's effectively True damage that scales up with Penetration. For every 100 points of resistance ignored, you effectively increase the %HP by another 2%.

Also, ironically, it would get weaker with resistance shredding, which is Kog'maw's Q. Because their MR would be reduced, so would their effective HP, reducing the total potential damage of his W.

Well the ironic part is only true if you're using % pen. The actual increase in damage is greater with flat pen because armor/mr has diminishing effects, and lower amounts of armor and mr would give effectively more damage. But it is true that it would ironically reduce potential damage on tanks, but what can you do? You win some you lose some.

But yeah you got what it's supposed to be.

JustMyBassCannon1 votes

{quoted}

Well the ironic part is only true if you're using % pen. The actual increase in damage is greater with flat pen because armor/mr has diminishing effects, and lower amounts of armor and mr would give effectively more damage. But it is true that it would ironically reduce potential damage on tanks, but what can you do? You win some you lose some.

Having your damage scale on an opponent's stat when it's possible to reduce that stat is already questionable design.

Add in the fact that the champion itself is the one capable of doing that to its own damage.

Also, the only way reducing 28% of their resistance wouldn't end up screwing over flat penetration would be if they were building resistance. Which means you would be buying % pen. So it's damned if you do, damned if you don't, yet it's also an imbalanced concept.

But yeah you got what it's supposed to be.

Most everyone did.

Pierce The Veal1 votes

{quoted}

Having your damage scale on an opponent's stat when it's possible to reduce that stat is already questionable design.

Add in the fact that the champion itself is the one capable of doing that to its own damage.

Also, the only way reducing 28% of their resistance wouldn't end up screwing over flat penetration would be if they were building resistance. Which means you would be buying % pen. So it's damned if you do, damned if you don't, yet it's also an imbalanced concept.

Most everyone did.

Why is it questionable? It's funny how having the player decide whether he wants more % damage or reduction is not decision making but is "questionable design."

He's a freaking immobile dps carry and yet people refuse to let him do what he is supposed to do. He's not like vayne, he has no tumble or condemn, no dashing like lucian or ezreal, no speed boost or snare like jinx, and basically non of the self defense tools of any carry.

I understand that everyone hates %health true damage because of vayne, but why do you guys have to bash a concept at first sight? It doesn't even have to be %health, it could be flat effective health damage on his passive.

JustMyBassCannon1 votes

{quoted}

Why is it questionable? It's funny how having the player decide whether he wants more % damage or reduction is not decision making but is "questionable design."

He's a freaking immobile dps carry and yet people refuse to let him do what he is supposed to do. He's not like vayne, he has no tumble or condemn, no dashing like lucian or ezreal, no speed boost or snare like jinx, and basically non of the self defense tools of any carry.

It has nothing to do with what Kog'maw does or does not have.

This is a problem with basic game design principles.

Riot has continued to phase out things that scale negatively with each other. The biggest example of which was that Flat Penetration used to calculate before % Penetration, meaning that your Flat pen was reduced in effect by the % pen. Now, it's % before Flat, making both of them more effective together.

Adding a mechanic that scales negatively with Kog'maw's kit is bad design. They do not want this.

I understand that everyone hates %health true damage because of vayne, but why do you guys have to bash a concept at first sight?

I'm personally not bothered by %HP True Damage, because the few champions with such abilities have to jump through hoops for them. The champions themselves may need some balance tweaks, but overall they aren't any more game-warping than any other champion.

However, Kog'maw gets %HP damage on every attack with basically no cost at a very high attack speed. There's no reason to make it true damage, other than to make him the most overpowered %HP True Damage machine gun in the game.

It doesn't even have to be %health, it could be flat effective health damage on his passive.

"Flat effective health damage."

You...can't have a flat effect that scales on a stat. That's not how it works. It's either a flat value or a scalar value.

Pierce The Veal1 votes

{quoted}

It has nothing to do with what Kog'maw does or does not have.

This is a problem with basic game design principles.

Riot has continued to phase out things that scale negatively with each other. The biggest example of which was that Flat Penetration used to calculate before % Penetration, meaning that your Flat pen was reduced in effect by the % pen. Now, it's % before Flat, making both of them more effective together.

Adding a mechanic that scales negatively with Kog'maw's kit is bad design. They do not want this.

I'm personally not bothered by %HP True Damage, because the few champions with such abilities have to jump through hoops for them. The champions themselves may need some balance tweaks, but overall they aren't any more game-warping than any other champion.

However, Kog'maw gets %HP damage on every attack with basically no cost at a very high attack speed. There's no reason to make it true damage, other than to make him the most overpowered %HP True Damage machine gun in the game.

"Flat effective health damage."

You...can't have a flat effect that scales on a stat. That's not how it works. It's either a flat value or a scalar value.

Kog has NEVER been overpowered. He came close. Once when Triforce was buffed. They nerfed him by reducing a bunch of things on him immediately.

I feel, on the other hand, like that this would be an interesting design decision. He would have to choose whather he wants penetration. And if he gets penetration, whether he wants to use his q on that one specific target. Unless your goal and Riot's goal is to make it so that mashing a button without thinking about it is the best way to go, this would be interesting and would fit well into the game. But I guess it's not a #minigame soooo...

And a flat effect can't scale up? Whoever said that? It would scale up 1% for each point of resistance the foe has. So let's say the flat damage is 100, and the enemy has 50 armor, it would scale up to 150 but deal only 100 actual damage. But with armor pen it would deal more actual damage (as opposed to effective damage).

JustMyBassCannon1 votes

{quoted}

Kog has NEVER been overpowered. He came close. Once when Triforce was buffed. They nerfed him by reducing a bunch of things on him immediately.

I didn't say Kog'maw was ever overpowered. Are you even reading what I write, or are you explicitly trolling at this point? I was questioning it already in my previous reply.

I feel, on the other hand, like that this would be an interesting design decision. He would have to choose whether he wants penetration. And if he gets penetration, whether he wants to use his q on that one specific target. Unless your goal and Riot's goal is to make it so that mashing a button without thinking about it is the best way to go, this would be interesting and would fit well into the game. But I guess it's not a #minigame soooo...

There's a difference between making the player choose and creating a confusing, counter-intuitive mechanic.

Not many players learn how to calculate the way that Armor/MR scales. Even fewer are experienced in the math behind "Effective Health." You're proposing adding in a mechanic that scales negatively with Shred effects, but it's only immediately apparent to those who actually know all the math behind how the system functions.

Common sense dictates that you'd deal more damage by shredding and ignoring as much of their Armor/MR as possible, but this scales positively with only penetration, and scales negatively with shred.

And a flat effect can't scale up? Whoever said that? It would scale up 1% for each point of resistance the foe has. So let's say the flat damage is 100, and the enemy has 50 armor, it would scale up to 150 but deal only 100 actual damage. But with armor pen it would deal more actual damage (as opposed to effective damage).

Then it's no longer "effective health" damage, and it is also not flat damage because it scales. It's effectively true damage, but typed as physical because apparently it needs to scale with Pen stats for some arbitrary reason.

And if the enemy has 100 Armor, but lost 48 because your Wukong bought Black Cleaver, you'll deal 152 damage instead of 200, which is still effectively 100 damage but you lost damage potential because of shred.

This isn't "interesting," it's convoluted and not worth exploring in this environment because of preexisting elements.

Pierce The Veal1 votes

{quoted}

I didn't say Kog'maw was ever overpowered. Are you even reading what I write, or are you explicitly trolling at this point? I was questioning it already in my previous reply.

There's a difference between making the player choose and creating a confusing, counter-intuitive mechanic.

Not many players learn how to calculate the way that Armor/MR scales. Even fewer are experienced in the math behind "Effective Health." You're proposing adding in a mechanic that scales negatively with Shred effects, but it's only immediately apparent to those who actually know all the math behind how the system functions.

Common sense dictates that you'd deal more damage by shredding and ignoring as much of their Armor/MR as possible, but this scales positively with only penetration, and scales negatively with shred.

Then it's no longer "effective health" damage, and it is also not flat damage because it scales. It's effectively true damage, but typed as physical because apparently it needs to scale with Pen stats for some arbitrary reason.

And if the enemy has 100 Armor, but lost 48 because your Wukong bought Black Cleaver, you'll deal 152 damage instead of 200, which is still effectively 100 damage but you lost damage potential because of shred.

This isn't "interesting," it's convoluted and not worth exploring in this environment because of preexisting elements.

There's no reason to make it true damage, other than to make him the most overpowered %HP True Damage machine gun in the game.

I replied to this comment you made in regards to the "overpowered" as historical evidence. I don't know why you're so offensive, going so far as to call me a "troll" because I replied to a comment you made.

I don't understand why you're so opposed to it? Why do you have to try to be so negative?

And if the interaction with armor reduction is such an itch to your rear, we can simply make it so that effective health damage scales with resists before reductions so that no one's brain gets stuffed with math. There, he deals more damage all the time.

It's not like he would REALLY be dealing less damage, however. The rest of his kit, which isn't effective health damage, would deal more damage and more than make up for the loss of damage from his passive. But as I said, we can make it take effect before reductions.

Remember, I am saying that this should be his passive, not a replacement for his w's damage.

And it would be "flat" effective health damage because it doesn't scale with any stats. It technically does scale with enemy resists, but so does true damage, minus the increased damage when building penetration. Because it's a mechanic of the form of damage, it can be considered flat damage.

I don't understand why you're gettkng so upset over just a tentative idea. Calm down man, I'm here to come up with a way to make it work with you. I'm not here to argue.

JustMyBassCannon1 votes

{quoted}

I replied to this comment you made in regards to the "overpowered" as historical evidence. I don't know why you're so offensive, going so far as to call me a "troll" because I replied to a comment you made.

The only time I mentioned "Kog'maw" and "overpowered" in the same phrase was when I stated that, due to how Kog'maw's W functions, making it %HP True Damage would be overpowered. You then go off the rails and say Kog'maw has never been overpowered. This is not what I said. I said that a bad design choice would make a champion overpowered.

This is why I'm asking if you're trolling. You took what I said out of context and jumped onto an argument that isn't there.

I don't understand why you're so opposed to it? Why do you have to try to be so negative?

Because. It. Is. A. Bad. Idea.

I have outlined why this idea is bad. It goes against multiple design principles. It is imbalanced and has very easy potential to be ridiculously overpowered. It's not the change Kog'maw needs.

And you keep ignoring it all. This, too, is why I question whether or not you are trolling. Answer my questions and prove that you aren't, instead of getting offended goddammit.

And if the interaction with armor reduction is such an itch to your rear, we can simply make it so that effective health damage scales with resists before reductions so that no one's brain gets stuffed with math. There, he deals more damage all the time.

It's not like he would REALLY be dealing less damage, however. The rest of his kit, which isn't effective health damage, would deal more damage and more than make up for the loss of damage from his passive. But as I said, we can make it take effect before reductions.

That's not how the system works.

If you can increase/reduce a stat by any effect, that stat increase/reduction is applied to whatever scalar effects are applied during that buff/debuff. This is how everything works, and you're suggesting creating a whole new subplot of code just so we can add in what is effectively True Damage that scales on your penetration stat for whatever god-forsaken reason.

Remember, I am saying that this should be his passive, not a replacement for his w's damage.

And this matters why? That doesn't negate ANY OF THE POINTS I HAVE MADE.

And it would be "flat" effective health damage because it doesn't scale with any stats. It technically does scale with enemy resists, but so does true damage, minus the increased damage when building penetration. Because it's a mechanic of the form of damage, it can be considered flat damage.

No, it would be "flat effective damage" because it deals the same amount of damage regardless of their Armor.

And this is literally just "super True damage" i.e. True Damage that scales up on Penetration stats and down on Shred debuffs for some god-forsaken reason.

I don't understand why you're getting so upset over just a tentative idea. Calm down man, I'm here to come up with a way to make it work with you. I'm not here to argue.

You don't see why I'm getting upset? No, I don't suppose you would. The burden of knowledge comes with the burden of those lacking knowledge.

You're not here to argue, you're just here to post your opinion and hope everyone agrees with it because conflict never happens in the utopia known as The Internet, right?

Look. I have explained my perspective. I have explained why I hold this perspective with facts. I have tried to be patient with you, and held it together for my first four comments. But you are either actually incapable of understanding how logic, debate and opinion comparison work, or you are intentionally fucking with me.

Frankly, I don't care anymore. I'm not responding.

Pierce The Veal1 votes

{quoted}

The only time I mentioned "Kog'maw" and "overpowered" in the same phrase was when I stated that, due to how Kog'maw's W functions, making it %HP True Damage would be overpowered. You then go off the rails and say Kog'maw has never been overpowered. This is not what I said. I said that a bad design choice would make a champion overpowered.

This is why I'm asking if you're trolling. You took what I said out of context and jumped onto an argument that isn't there.

Because. It. Is. A. Bad. Idea.

I have outlined why this idea is bad. It goes against multiple design principles. It is imbalanced and has very easy potential to be ridiculously overpowered. It's not the change Kog'maw needs.

And you keep ignoring it all. This, too, is why I question whether or not you are trolling. Answer my questions and prove that you aren't, instead of getting offended goddammit.

That's not how the system works.

If you can increase/reduce a stat by any effect, that stat increase/reduction is applied to whatever scalar effects are applied during that buff/debuff. This is how everything works, and you're suggesting creating a whole new subplot of code just so we can add in what is effectively True Damage that scales on your penetration stat for whatever god-forsaken reason.

And this matters why? That doesn't negate ANY OF THE POINTS I HAVE MADE.

No, it would be "flat effective damage" because it deals the same amount of damage regardless of their Armor.

And this is literally just "super True damage" i.e. True Damage that scales up on Penetration stats and down on Shred debuffs for some god-forsaken reason.

You don't see why I'm getting upset? No, I don't suppose you would. The burden of knowledge comes with the burden of those lacking knowledge.

You're not here to argue, you're just here to post your opinion and hope everyone agrees with it because conflict never happens in the utopia known as The Internet, right?

Look. I have explained my perspective. I have explained why I hold this perspective with facts. I have tried to be patient with you, and held it together for my first four comments. But you are either actually incapable of understanding how logic, debate and opinion comparison work, or you are intentionally fucking with me.

Frankly, I don't care anymore. I'm not responding.

Your points:

  1. it's bad design
  2. counterintuitive that it scales up with pen and down with reduction.

I disagree with the first one in that there is no reason for it to be bad design. And I agreed with the second, offered up a reason as to why it wouldn't be that bad as you would still be dealing more damage. And then I said why not just make it scale with enemy total armor instead as a solution.

At this point all you have really offered me is opinion and a one valid argument which I tried to cooperate with. You approached me in a manner that appeared genuinely anrgy and wasted my time with reading your semi-rage. That's not cooperation. If anything, that makes you the troll, and me the idiot for thinking you wanted to communicate.

AHeroNamedHawke1 votes

{quoted}

Well it's more like regular damage that scales with enemy resists, but doesn't scale down when you penetrate those resists.

....

It's literally true damage

10% of 1000 max health vs 0 armor -> 100 10% of 1000 max health vs 100 armor -> 100/2 -> 50 10% of 2000 effective health vs 100 armor -> 200/2 -> 100

Except you also want it to scale with penetration, making it super true damage

What an awful idea

Pierce The Veal1 votes

[{quoted}](name=Charles Barklius,realm=NA,application-id=3ErqAdtq,discussion-id=AlkdB7BY,comment-id=000200000001,timestamp=2015-12-16T07:37:42.082+0000)

....

It's literally true damage

10% of 1000 max health vs 0 armor -> 100 10% of 1000 max health vs 100 armor -> 100/2 -> 50 10% of 2000 effective health vs 100 armor -> 200/2 -> 100

Except you also want it to scale with penetration, making it super true damage

What an awful idea

But damage reduction works on it.

ZephyrDrake1 votes

{quoted}

But damage reduction works on it.

and what types of damage reduction exist in the game? the ones that do exist are very few and far in between, it would just leave for Kog to be nerfed pretty much everywhere else just because you want a dumb mechanic that he does not need

Pierce The Veal1 votes

{quoted}

and what types of damage reduction exist in the game? the ones that do exist are very few and far in between, it would just leave for Kog to be nerfed pretty much everywhere else just because you want a dumb mechanic that he does not need

Exhaust. Phantom Dancer. Urgot. Alistar. Maokai. Gragas. Bond of stone. Some other things.

He's really weak at the moment, and his passive doesn't synergize AT ALL with him. I think this is a good time for change.

AHeroNamedHawke1 votes

{quoted}

But damage reduction works on it.

Damage reduction increases your effective HP

?

Pierce The Veal1 votes

[{quoted}](name=Charles Barklius,realm=NA,application-id=3ErqAdtq,discussion-id=AlkdB7BY,comment-id=00020000000100000001,timestamp=2015-12-16T08:41:49.973+0000)

Damage reduction increases your effective HP

?

Damage reduction like alistar's ult counts after armor. Effective HP is increases, but we can still make damage reduction work on it cause it's technically magic damage.

ZephyrDrake1 votes

this is the most stupid and needlessly complicated thing i have ever heard

Pierce The Veal1 votes

{quoted}

this is the most stupid and needlessly complicated thing i have ever heard

Let me rephrase it and it won't sound nearly as complicated.

Meep Man1 votes

This would behave similarly to true damage, but it would scale up in damage if Kog got armor (or magic?) penetration. But at the same time, % damage reductions would still be able to reduce its damage.

So normal physical damage? It is increased by penetration, decreased by % damage reduction. That sounds like normal damage to me, which he already has.

Pierce The Veal1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=AlkdB7BY,comment-id=0004,timestamp=2015-12-16T19:13:36.847+0000)

So normal physical damage? It is increased by penetration, decreased by % damage reduction. That sounds like normal damage to me, which he already has.

My bad, I forgot to mention that it scales up with the enemy's armor/magic resist.

Rebonack1 votes

Also: This idea is bad because Koggy has resist shred right in his kit, which reduces the value of the proposed Innate.

Pierce The Veal1 votes

{quoted}

Also: This idea is bad because Koggy has resist shred right in his kit, which reduces the value of the proposed Innate.

That's like saying getting armor eeduction reduces the value of true damage. The only way his resist shred can actually reduce the amount of effective health damage is if someone buys percentage penetration. Otherwise it would actually increase his damage more if he had flat penetration.

Rebonack1 votes

{quoted}

That's like saying getting armor eeduction reduces the value of true damage. The only way his resist shred can actually reduce the amount of effective health damage is if someone buys percentage penetration. Otherwise it would actually increase his damage more if he had flat penetration.

...Koggy has %resist shred on his Q.

He doesn't need to buy it. It's right there in his kit.

It would be good if it still gave him %Pen like it did back in early season 1, but it doesn't.

Pierce The Veal1 votes

{quoted}

...Koggy has %resist shred on his Q.

He doesn't need to buy it. It's right there in his kit.

It would be good if it still gave him %Pen like it did back in early season 1, but it doesn't.

If it's utterly counterproductive we can make the damage scale with enemy resists BEFORE reduction. That way it will still be good.

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