Soul's edge(MR Thornmail.)
+
90 MR
200 HP
Unique Passive- 150% regen after receiving damage.
Unique Passive- Upon being hit with an ability Reflects magic damage
to the attack equal to 20% MR Plus 10% of the damage.
+
90 MR
200 HP
Unique Passive- 150% regen after receiving damage.
Unique Passive- Upon being hit with an ability Reflects magic damage
to the attack equal to 20% MR Plus 10% of the damage.
- First and foremost, coding issues. Item damage tends to be coded the same as spell damage when it isn't attached to basic attacks. Long story short, what this means is that there's a very high chance that the code could bug out, and two Magic Thornmails could reflect each others' damages. So, if you had two mages pick up Magic Thornmail, and one casts one spell, the damage reflection would go back and forth a number of times depending on how high the damage return was. If they threw their whole rotation, it could crash the game with the feedback loop. They would have to specifically focus on making sure the code could never hold a feedback loop like this. Plus, thanks to spell damage and magic damage not having the same meaning. AD champions would be taking spell reflection damage as well.
- AD is not similar to AP, ergo Armor is not similar to MR. With AD, your damage tends to scale over time, whereas AP damage tends to come in bursts that take about a full second to rotate. While an AP champion is capable of 2000-3000 damage in a single second, an AD champion can match that damage during the AP champ's rotation cooldown (usually about 5-8 seconds downtime). Thus, when you buy Armor, you're trying to extend your lifespan by a number of seconds. When you buy MR, you're trying to survive the rotation so you can retaliate.
- AD has a lot more control over their damage output than AP. AD champions don't have auto attacks that apply in a large area of effect. AD champions don't have uncontrollable bounce attacks that apply on-hit effects. AD champions don't have skill shot type basic attacks that can be body-blocked by someone else.
- AP champions don't have a sustain mechanic quite like AD champions. With AD, you have Lifesteal, which is consistently sustaining you through combat. Now, your first reaction might be to point out Spell Vamp, but the problem with Spell Vamp is that it's a lot less plentiful and much less useful to most mages. Lifesteal is commonplace, Spell Vamp is not (and everyone hated it when it was).
- What is your solution when someone picks up Thornmail and "Magic Thornmail"?
Behold, five problems I pose to every "Magic Thornmail" thread.
Half of which have never been given an answer.
Outrageously OP.
That's like giving thornmail 200hp and hp Regen... and extra armour.
There's a reason we have multiple 100 armour items and others around 70, but mr us typically around 50-60.
Try these for stats: 70 MR Same passive except only 5% of the damage pre MR on aoe spells, and limited to activating against the same target once every 2 seconds.
That's more in line with thornmail.
I think the passive is still difficult to balance with the inherent differences between sustained damage auto attacks (which also have lifesteal, etc...) and skillshot / burst oriented magic damage. It makes more sense for a "magic thornmail" to offer an ap debuff on the attacker as opposed to reflecting damage.