Current Stormrazor will never work no matter how you buff it
######(Title should've been "no matter how the buff its stats" oops)
#Why it doesn't work
This is why, but that restriction is there for a reason (this reason
). In addition to this, the build paths of Energize items don't synergize with each other at all, since the highest damaging Energized effect will negate the damage coming from other Energized effects and thus invalidate the 900g Kircheis Shards you have to build.
But hey, it makes Statikk bounce to 7 targets instead of 5 and makes RFC range bonus go up to 185 from 150 AND it makes everyone hit by Statikk slowed by 40% for 1 second while increasing Statikk damage by 30%. That's good right?
No, no it's not. All that gold efficiency of the 2 other Energize damage effects? Gone for a minor buff to realistically only one of those Energize effects. Because you simply have no room for all 3 and rarely have room for 2 of them. If you're playing a Crit ADC, you WILL be getting IE since we're back to those days. So you're gonna have
(
and/or
) (if we ignore PD and Runaans).
In this meta though, building a 2nd Zeal item after your core two items is suicide. GA and BT are basically mandatory. So that's 5 slots to boots, IE, Zeal item, GA and BT.
So now you have 5 slots filled, the game has been going on for 30 minutes. What do you build now?
? Or
for anti-cc/kiting/LS/MR, or
for kiting/survivability, or
/
for tank shredding/GW/overall DPS increase?
IMO, it won't be Storm. Ever.
Not even Twitch, the champion who can probably get the most out of the slowing Statikk effect & AoE damaage, will use this because for him,
and
are also mandatory.
#How I would change it
THAT ALL BEING SAID. I'm not just here to say it's garbage without providing a possible solution.
First off, making the damage stack at all is a huge no. We don't need the Energize burst meta back. But there's a way to make them synergize better without straight increasing burst damage. So instead, let's focus on making them more viable as DPS items (yknow, what this class is based on).
To do this, I think we gotta kill what makes RFC a little more special: the Energize rate increase. Here's how I think it should go down.
Changed Passive: "Attacks become Energized 25% faster." changed to "Attacks become Energized 50% faster when moving."
New Passive: "Attacks become Energized 50% faster when attacking."
AS reduced to 35% (from 40% to compensate for this being a straight buff).
New Passive: "Attacks become Energized 15% faster for each Energize effect you have."
(Increases total Energize rate by +15% for each Energize effect you have (to include itself)).
So RFC is the long range attack one that synergizes with simply moving and attacking with its effect. Statikk is the one where you have to be close to use it and thus gets the on-attack buff (with a nerf to AS cuz that's a pretty big buff to the energize rate). And Storm is the IE of Energize effects so it increases the total rate. Simple!
Edit:
Considering a movement speed of 380 units per second (with normal tier 2 boots), moving energizes 12.5 charges per second, while an average attack speed of a normal level 18 champion who has ~1.2 attack speed with just Statikk Shiv energizes ~14.5 charges per second (given the average possible attacks to energize charges). Moving is roughly 15% slower.
Taken from the wiki.
390 MS is cleaner for the conversions so I'll be using that.
Here's the Energize rates with this suggestion:
Base Energize Rate: 12 per attack and 1 per 30 units traveled Current
: 15 per attack and 1.25 per 30 units traveled (16.25/s at 390 MS)
increase: +0.5 per 30 units traveled (=> 1.5)
increase: +6 per attack (=> 18)
Format: Items: X charge per attack and X charge per 30 units traveled (charge per second of movement at 390 MS)
+
: 18 per attack and 1.5 per 30 units traveled (19.5/s)
(alone): 13.8 per attack and 1.15 per 30 units traveled (14.95/s)
+
: 15.6 per attack and 1.3 per 30 units traveled (16.9/s)
+
: 15.6 per attack and 1.95 per 30 units traveled (25.35/s)
+
+
: 17.4 per attack and 2.175 per 30 units traveled (28.28/s)
+
: 23.4 per attack and 1.3 per 30 units traveled (16.9/s)
+
+
: 26.1 per attack and 1.45 per 30 units traveled (18.85/s)
+
+
: 26.1 per attack and 2.175 per 30 units traveled (28.28/s)
Build of
+
+
+
: 28.8 per attack and 2.4 per 30 units traveled (31.2/s)
Essentially having all 3 makes the energize rate a little more than double the base (217.5% increase) ...and having another Kircheis for whatever justified reason you may have would increase it to 240%...
Once again, doesn't fix the item slot dedication to defense (GA + BT) and IE issue but it makes Energize effects actually synergize better and thus makes Storm more viable to build into.
Anyway, thoughts?
: 15.6 per attack and 1.3 per 30 units traveled (16.9/s)
Build of