The way to fix spellvamp.

Worgslarg·8/28/2014, 12:55:32 PM·5 votes·492 views

Spellvamp has been a problem for a long time. It is inferior compared to lifesteal, simply because it would heal ridiculous amounts from aoe spells, so aoe spellvamp had to be nerfed into the ground.

item 3074 Anyone?

The way to fix this is to make spellvamp fully apply to AOE effects. Now if you also add a maximum healing per 5 seconds for lifesteal and spellvamp, based upon the % which you have, you can have aoe spellvamp without complete disorder.

Say you have 20% spellvamp, and 10% lifesteal. The game calculates the maximum healing per 5 you can gain from your spellvamp, and the same for lifesteal. Cast a few autos, lifesteal works as now, but you cannot overheal the maximum healing per 5 for lifesteal, cast a brand combo, and watch your health rocket up to the maximum healing per 5, but not over.

Obviously, using healing per 5 is simply a placeholder value to explain my idea. Thoughts?

4 Comments

67chrome8/28/2014, 4:02:10 PM2 votes

Spell vamp isn't at 33% efficiency on AoE to spite AoE and make single-target better, it's there because spell vamp would be fundamentally broken if it worked at 100% on AoE. You can easily hit 3 targets with every AoE ability cast. In lane there's minions. In the jungle there's monsters, in team fights there's enemy champions. In skirmishes there's a combination of those.

Not to mention minions have essentially 0 MR, and you will do true damage to them with just M Pen runes. Dealing 300 damage to an enemy with 50 MR (33% DR) means you effectivly deal 200 damage to them and restore health based off of that 200 damage. If you deal 100 damage in an AoE skill and strike the enemy champion and 2 minions - you deal a total of 267 damage and would heal off of that 267 damage.

Single target stuff isn't triple the damage of Area Effect stuff though: and AoE mage like Ziggs does ~1000 damage with his full rotation provided you only hit 1 mine and take the 80% damage from the side of his ultimate, where a single-target assassin like Leblanc does ~1300.

Base burst actually doesn't differ to much from champion to champion, single-target champions mostly just have lower cooldowns to allow them to feel re-set-y in team fights: though considering champions are often the only worthwhile targets, there's less incentive for mana-sustain items to spam those skills for spell vamp gains (also they tend to cost as much or more, which really kills your mana if you're not running blue buff).

Drawing out healing mostly helps AoE champions as well, as single-target is usually enemy champion burst, where AoE tends to fall more into the poke/wave-clear/siege zone of semi-sustained damage.


Also - most of the champions that consider spell vamp currently have a lot of area-effect stuff in their kit.

"Manaless" is the big draw for spell vamp when you look at who actually gets it. Which makes sense - if you're so reliant on abilities to do damage you go for spell vamp, running out of mana is seriously bad news - and spell vamp kills you mana sustain in lane to really offer meaningful returns.

Vladimir , Mordekaiser , Katarina , Akali , Rumble , Kennen , Jax , and Nunu are the champions I've seen with it - the last 2 aren't manaless but they do have a 0 mana cost way to benefit from it.


Considering the way Vladimir and Mordekaiser deal damage, drawing out the sustain on sustained damage anyways would likely see a sizable boost to their power - in the ~200% additional spell vamp zone, depending on exactly where you set the maximum healing per 5 cap at. Also, regardless of what cap you have - it's a noteworthy buff to Morgana , seeing as she comes with a rather substantial amount of spell vamp through her passive and the bulk of her damage is a little drawn out.

For that cap - keep in mind the 5 health per hit on item 1055 used to have was actually pretty strong in regards to the 3% life steal it has currently. You need to deal 167 damage to exceed it. And that's deal 167 damage, not have 167 AD. Realistic and fairly low amounts of armor can require 230+ AD.

Which raises serious questions about how effective a cap could realistically be.


Also - if the cap is a static, set amount throughout the game - you allow for a massive power spike early when spell vamp will never hit the cap, which REALLY helps manaless champions that can actually afford spell vamp in lane. Which is most of them.


It's an interesting idea, but you're just pushing area-effect way to hard with your current suggestions as every change proposed dramatically benefits them.

Worgslarg8/28/2014, 12:57:40 PM1 votes

Seriously?

Downvoted without a reply within 2.5 minutes?

kiloechoesp8/28/2014, 2:35:21 PM1 votes

I upvoted because I like new ideas. However, it's not really clear what you are changing.

From what I can tell, you are adding a cap to how much you can heal based on the %spellvamp.

However, you aren't very specific or give any examples. Care to give some?

Old Man Teeto8/28/2014, 3:56:35 PM1 votes

You suggest complicating a mechanic, thus adding a knowledge barrier that can't easily be described onto the item tooltips, in order to fix a stat that the game is balanced around pretty much not using.

While I agree Spell Vamp needs changes if they are to keep it in the game.

I think there's plenty of simpler methods than making it capped arbitrarily.