An updated system for amplifying ability damage.
Why?
AP is an archaic system from when Riot didn't really know how else to code things. Originally, this was supposed to be something that basically every spell scaled with, with AD scalings being a very uncommon occurrence. Obviously, they didn't stick with that.
The big problem with this is when you want to make magic damage bruisers. In this system, it just doesn't function. AD Bruisers can work because they start with high enough AD that they can build one AD/HP item and do enough damage. AP Bruisers, on the other hand, don't start with anything, which starts screwing with them. If they try to do the same thing as an AD bruiser, they'll fail since they don't have the base stats to succeed by starting with an AP/HP item the way an AD bruiser can. If their base damage gets bumped up to compensate for that, they just end up becoming full on tanks (see Ekko). If their base damage isn't high enough, they end up becoming assassins of sorts (see Diana).
General
- [Reworked] Ability Power: Increases the damage output of a champion's abilities by X% per point, where X is that champions Wisdom.
- Does not amplify abilities that increase the damage of your basic attack (Tumble, Whirling Axes), but does work on abilities that bind seperate instances of damage to your attack (Silver Bolts, Moonsilver Blade). Other multipliers are not amplified.
- Under this system, the numbers behind AP are lower, roughly half what they currently are.
- [New Stat] Wisdom: The multiplier that determines how much each point of Ability Power amplifies your spells.
- This is a unique stat to each champion, with very few effects that increase it.
Scalings
The vast majority of AP and AD scaling abilities have been removed from the game.
The remaining AD ratios are either effects linked to basic attacks, such as Vayne's tumble, or simple multipliers like Aatrox's World Ender. The remaining AP ratios are unique effects that are not simple damage modifiers, such as Nami's Ebb and Flow bounce multiplier or Yuumi's haste potency.
Health, armor, magic resist, attack speed, crit, movespeed, and lethality ratios (am I missing any?) are unchanged. As Wisdom is itself a ratio, there are no Wisdom ratios.
Some abilities that lost significant scalings would have their base values increased to compensate, but such compensations are relatively small, and are not given to every champion who lost something. There are two reasons for this.
- This would certainly cause the worst tank meta we've ever seen, as giving massive buffs to the base values of tanks to compensate for the removal of ratios they weren't even using just means you have full tank Maokai dealing scary amounts of damage, and that's even assuming things like tank Ekko don't make a resurgence.
- While direct AD and AP ratios have been removed, you can still increase the damage dealt by abilities buy buying AP.
"But Bard, what about the AD Casters? They don't want to build AP, so what the fuck are they supposed to do?"
Ah, well that's the kicker. In this system, Attack Damage and Ability Power are taken in a much more literal sense. AD is no longer the go-to stat for all physical damage champions, it's a stat you buy specifically for auto attackers. AP is no longer the go-to stat for all magic damage champions, it's a stat you buy to increase spell damage, regardless of its damage type.
This is going to change builds around quite a bit, which is something I personally like quite a bit.
Wisdom
Like movement speed, this stat is bracketed for convenience.
0 wisdom

0.2 wisdom

0.4 wisdom

0.6 wisdom

0.8 wisdom

1.0 wisdom

1.2 wisdom

Champion Changes
Most base damage adjustments are not listed, because I don't really want to be here all day. Just know that for abilities whose ratios are often used, not being maintained, and are on a low-Wisdom champion (ie Super Mega Death Rocket) the base damage is going up a bit. Attack Modifiers (Headshot, Parrrley, Decisive Strike, etc) retain AD ratios.

- Ace in the Hole damage reduced from 300/525/750 to 150/300/450
- Ace in the Hole now applies a headshot basic attack to the target.

- As they are linked to basic attacks, Parrrley and Powder Keg are not amplified by Ability Power.

- Powerball grants unstoppable
- Rammus can pass through non champions during Powerball without ending the spell
- Powerball reduces your turn rate (roughly 2x the turn rate of a Sion ult)
- Powerball damage now scales with 10% of your movement speed

- Furious Bite attacks your target.
- Void Rush attacks your target.

- While above 50 fury, his Wisdom is increased by 0.2

- If Sylas Hijacks a champion with more wisdom than him, he will use their wisdom when casting their ultimate.

- AP gained from souls decreased by 50%

- AP gained from PHENOMENAL EVIL POWER decreased from 1 per stack to 0.4.
Item Changes
General
If an item currently gives AP and is not mentioned, its AP has been reduced by 50%.
- Sheen's buildup once again includes an Amplifying Tome. The item now costs 1250 total gold and grants 12 ability power.
- Rabadon's Deathcap no longer grants 40% AP. It now increases your wisdom by 0.2
- Lich Bane now converts the entire attack to magic damage, and causes it to be amplified by ability power (to make up for AP ratios being removed).
- Trinity Force and Iceborn Gauntlet now grant 15 ability power. Effects unchanged.
- Black Cleaver now grants 10 ability power. Black Cleaver's armor reduction is now tied to an active effect, placing a debuff on the target and causing your next instance of physical damage to apply 20% armor reduction for the remainder of the debuff duration (8 second duration, 8 second CD).
- [New] Lightbringer. Last Whisper + Blasting Wand. 20 attack damage, 20 ability power, 20% bonus armor penetration, 20% magic penatration.
- Active - Pick your Poison: One of the stats granted by Lightbringer is increased by 10 at any given time. Activate to toggle between them (cannot be done in combat).
- Void Staff: 25 AP
- Active: Weaken a target enemy's constitution, increasing magic damage dealt by 20%.
- Liandry's Torment: Passive burn removed. Now has an active that removes 13% of the targets current health. Has unlimited cast range, but can only be used on enemies you have damaged recently.
More changes to items would be beneficial, as League's items are kinda meh if I'm being honest, but this would probably be enough.