Range/Melee Eternity Adjustment

Eternity: 15% of damage taken from champions is gained as Mana. Spending Mana restores 20% of the cost as Health, up to 15/25 (Catalyst/Completed items) per spell cast.
I actually really like this addition to the game. It does help to fill the gap that is was left by the near extinction of spell vamp in a way that I feel is health for the game.
However, I have noticed a problem with the effectiveness of this item. It works very well for ranged casters because they don't often take much damage, so the small amount of health returned is useful for sustain while poking. The added health does help for situations where you need to go all in or you get engaged on, and it is certainly useful for absorbing damage in order to take advantage of the other part of this passive, which I feel is undervalued. To this point, items with this passive is also very useful for caster tanks as a mana sustain item. By effectively absorbing damage these items can completely eliminate any mana issues.
I'm getting off topic. The problem is when melee range champions, AP champions in particular, need to rely on this as a form of sustain because there is practically no other option. Melee champions naturally take more damage because so they really need more sustain in order to compensate. By making this passive work differently based on attack range type (melee vs range) this would help to make up for this difference.
But how? "Spending Mana restores 20% (ranged) / XX% (melee) of the cost as Health, up to 25 (ranged) / XX (melee) per spell cast." 'XX' in this case is really unknown because I don't want to claim to know a balanced number, but the idea would be for them to be greater than the ranged counterparts.