Spellvamp should not be lowered to 1/3 for certain AOE spells! Here's WHY...
So as we all know, spellvamp heals for a percentage of damage done by spells. That percentage is then lowered to about a 1/3 for AOE/multitarget spells. This makes sense as AOE spells can potentially hit 1-5 champions multiplying the total damage and healing done by 1-5 times. Not to mention if minions are hit as well.
Just as an example, if lvl 18
ults the entire team for 1100 magic damage per champ, then he would do a total 5500 damage (1100x5 champs). If he had 15% spell vamp and spell vamp did not have a lower percent of healing back for AOE spells, then he would heal back 825 (5500x0.15). So yea, it makes sense that spell vamp be reduced to 1/3 for AOE.
What does not make sense is spells that can hit multiple targets but do not multiply the damage done being reduced to 1/3 spell vamp.
I'm talking about
ult for example. The ult can hit multiple targets, but only 1 target can be hit at a time. Thus, there is no multiplication done to the total damage of the spell. Meaning, if lvl 18
ult can do 4000 physical damage, it will only do 4000 physical damage no matter how many targets it hits. Yet the spell has always been penalized as an AOE/multitarget spell for the purposes of spell vamp and
.
I brought this ult as I'm an ap
main and I've aways notice this and ignored it as ap
is not the best way to play
, but with the new ad item
which has spell vamp for physical damage, I thought riot should re look at spells that are AOE, but don't actually multiply the damage done.