% Hp seals are a noob trap unfortunately.

Scarabking·1/26/2016, 12:09:45 AM·282 votes·9,192 views

Even with 9 of them (granting 4.5% extra total hp) they still dont overtake scaling hp seals until around 5k hp which is totally bonkers and you should never be anticipating a 35-40 min game where you get that much hp just to justify the seals. Making them be stronger at around 2500-2900 hp doesn't sound like too much to ask for, a tank would have no incentive to get these if they wanted to take hp in seals.

Rip post.

150 Comments

Sum Wun Speshal1/26/2016, 12:39:13 AM58 votes

I don't get why this is getting downvoted. This is perfectly legit.

SirPurrr1/26/2016, 1:02:27 AM30 votes

Yup, they aren't worth it on literally anyone imo. They're a bit stronger than scaling HP early on though due to the base HP. There are countless runes that seem to exist more to trap new/bad players than to offer any meaningful diversity.

TeCoolMage1/26/2016, 12:21:30 PM6 votes

SIGH do I have to repeat all the math I've given AGAIN? Thank god I found the old thread!!

Scaling seals do NOT give all your HP at level 1. Flat HP is worse than %HP in all circumstances for some champions, better for others.

Here you go:

{quoted}

Well the math you've done is extremely in scaling health's favour because it only measures it from what's optimal with scaling runes, at level 18.

Let's do some more math. All math is made with one rune in mind. Multiply by the values by the amount of runes you have. 1.33 health per level (24) 8 health 0.5% health

For % to beat flat, you need 1600 health. For % to beat scaling, you need 4800 at level 18, or 266 per level. For scaling to beat flat, you need to be above level 6.

Now, if you gain more than 266*lvl health, you beat scaling runes. At level 1, you have at least 400 health if not more so it beats scaling by far early on. Let's look at the champion's health pools:

Highest starting health: Tryndamere 625.64 +lvl*98 (2291.6 at 18)

Highest health gain per level and total at level 18: Alistar 613.36 +lvl*106 (2415.4 at 18)

Lowest health gain per level and total at level 18: Gnar 540 +lvl*65 (1645 at 18)

Lowest starting health: Anivia 467.6 +lvl*70 (1657.6 at 18)

Ok so we immediately know that all these beat 266, let's look at how much health they give at level 1. Tryndamere: 3.1282 Alistar: 3.0668 Gnar: 2.7 Anivia: 2.338

Now let's look at the growths. How much HP per level they gain from 0.5%. Tryndamere: 0.49 Alistar: 0.53 Gnar: 0.325 Anivia: 0.35

Finally, at level 18. Tryndamere: 11.458 Alistar: 12.077 Gnar: 8.225 Anivia: 8.288

So let's look at what we have: 0.5% is layman (not secret geeky rune speech) for: b + gl + i * 0.5% b = base, the range is 3.1282 - 2.338 g = growth, the range is 0.53 - 0.325 l = level, the range is 18 - 1 i = items or bonus health. I am not going to tell you the range, who do you think I am?

So at level 1, base health wins by far, % health is far behind, and health per level is even farther behind. at level 18, scaling health wins by far, % health is far behind, and flat health trails behind.

And this is without items.

So what do I think? % health is only for mid game champs or early game tanks. Scaling health is for later game. Flat health is for early game non tanks.

AsphodelNext1/26/2016, 1:15:53 AM6 votes

You should consider % health at all points in the game, not just level 18. Level 1, they're way worse than flat HP, of course, but they're like 3-4x better than scaling.

Mid game, you can consider the following health breakpoints. Level 6: 1600 HP (this is also the health value to break even with flats) Level 12: 3200 HP Level 18: 4800 HP

If you have more health than the listed value at that level, you're getting more out of %health at that moment than you would out of scaling. That pretty much means that either you have to be going first item health, or you have some champ passive giving you bonus HP(Cho'gath).

I think I'd only ever run % health on Cho'gath(because 500-1000 free health), and maybe on Vlad, Mundo, Tahm Kench, and other HP matters champs. But at a certain point, you're going to be getting way more effective tankiness using armor runes and just having higher mitigation against ADC's. It's only ever going to be like a 100 HP difference between your runes anyway, which if you're closing in on 4k HP, doesn't really matter too much.

sir d wreck1/26/2016, 5:17:56 AM5 votes

I hear that energy runes are a noob trap too!

Miku Lv991/26/2016, 3:32:13 AM5 votes

It's kinda good that they're bad since they'd just be a buff to Sion DrMundo Volibear Shen and would still be really bad on most everyone else. Although things could probably be made overall better if they just nerfed DrMundo and buffed those seals.

ForeverLaxx1/26/2016, 11:40:20 PM3 votes

It's too bad that Runes weren't cut from the game entirely before they got too entrenched in the design. Runes have accounted for many more balance concerns than masteries ever have. I've long held the opinion that Riot should have focused on either Runes or Masteries as a way to customize your playstyle, but not both. Unfortunately, it's too late for that now and Riot tends to keep certain rune types around on the off-chance that someone somewhere is going to prefer that rune to the other competing options. Who knows, maybe Riot will do another pass on the runes that offer similar bonuses and actually make each kind stronger in different phases of the game.

LaughingMan111/26/2016, 12:58:30 AM3 votes

Honsetly, when used in Tandem with the %HP mastery and %HP Quints you end up with some like 12% HP boost, which adds up pretty quick, and even for early game, buying that Ruby crystal on its own is about 50 more Hp, id only run it on pure tanks though that will actually stack the HP, or have enough extra tank that they dont need early resists. (alistar/leona)

Rinky Dinky1/26/2016, 1:21:19 AM3 votes

Add in quints they overtake scaling hp seals at 3200 hp

PaladinNO1/26/2016, 7:30:11 PM3 votes

Simply put (just pitching in some numbers here): with 9x percentage HP seals plus 3x percentage HP quints @ 3000 HP, you only get additional 270 HP. And with 3000 HP, you kinda don't need the extra 270 HP...not when at the expense of both seals and quintessences.

Especially not when factoring in the cost of those 12 runes: 13530 IP

The only champion I can think that would benefit from those runes anyway, is Dr. Mundo. Maybe Sejuani, but I don't know the HP scaling on her W; maybe Gnar, but I'd say CDR runes or AS runes (depending on how people want to play him) would be better on him.

Pale Pirate1/26/2016, 4:30:11 PM2 votes

Same for bonus crit damage runes. Due to maths, their effectiveness is halved as soon as you get the premier crit item, infinity edge, and even if it wasn't maths prove that crit chance runes (which are also bad) are always better that crit dmg.

[zombie-brand-facepalm]

darknuke1/26/2016, 5:33:37 PM2 votes

The rune system just needs to be completely revamped, in general. It's the last remnant of an old ass system.

I would bet money that's a season 7 goal.

Nunya Bezwacks1/26/2016, 5:57:29 PM2 votes

last I checked the only people who buy them are people with no more champions or don't care either way.

Lugg1/26/2016, 5:07:25 PM2 votes

There need to be more posts like this. It's great to see the math and reasoning on why certain things are better or worse.

TotalJerk1/26/2016, 2:57:55 PM2 votes

If I had to guess, I'm thinking Riot doesn't want to buff any runes because that increases the number of viable ones, which means you need to have more, which means a higher barrier to entry.

Fox Tango1/26/2016, 9:11:01 PM2 votes

We hardly see balancing around runes, I'd like to see someone take a look at this from Riot.[slayer-pantheon-thumbs]

Aerilus1/26/2016, 10:45:02 PM2 votes

Runes need a serious rework. Tier 1 are useless, most Tier 2 are also useless, and a few Tier 3 are so imbalanced that some are worthless in comparison to the other Tier 3 runes.

I GANK LANES1/26/2016, 11:02:54 PM2 votes

95% of runes are

Cloud2731/26/2016, 6:57:39 PM1 votes

Imagine how insane Mundo would be if Riot buffed them. Probably a reason they're in their current state.