%HP damage is not an unhealthy mechanic

5000000000000000··3 votes·431 views

There's a lot of complaints about %HP damage, so I want to explain why it's important and necessary for the game. There is a list of every spell that does %HP damage at the bottom (reason why the post is long). I'll only list damage scaling, and no healing. This post is about why it's okay to have damage scale from enemy HP, especially max HP. For the same reason, I won't list any damage that's amplified based on how much HP they have, if it doesn't scale off the target's HP. Examples would be Morgana's W (Tormented Soil) and Veigar's R (Primordial Burst) which does up to double damage if the enemy is low HP, but scales based on their own AP, not the enemy's missing HP.

Now, for the argument. #Point 1: %HP damage, generally, means the damage output is relevant throughout the game, and the champion is effective at fighting tanky opponents. There are obvious exceptions, such as Zed's passive. He's not very effective at fighting the frontline. But look at champions like Amumu, Dr. Mundo, Mini Gnar, Gragas, Jarvan IV, Kled, Kog'Maw, Malzahar, Nasus, Poppy, etc. They can do significant amount of damage to enemy tanks or fighters.

#Point 2: %HP damage encourages building tanky over damage, and targeting tanky opponents over squishy opponents. %HP damage simply doesn't scale as well as flat damage by buying damage stats (such as AD and AP). This encourages champions with %HP damage to build tanky, so that they can do more damage by using the %HP damage more, instead of oneshotting squishies. They also do more damage to frontline than backline, and encourage them to fight frontline instead of always attacking the backline.

#Point 3: HP stacking needs a way to be punished. When facing mixed damage, without %HP damage, stacking HP is an easy way to gain effective HP. This needs a way to be countered, like armor stacking or resist stacking.

In short, %HP damage makes a champion build tanky but still do relevant damage to enemy frontline, all without having a ridiculously high flat base damages. %HP damage means these champions usually can't oneshot squishies, and must fight the frontline. This isn't always true, and for newer releases, the exceptions have other reasons. Older releases also generally have a kit that doesn't really go well together, so not all %HP damage is going to fit my descriptions. But %HP damage in general is a healthy mechanic that should be kept, and even be introduced to older kits.

The list

Amumu W (Despair) Brand P (Blaze: initial DoT and explosion) Camille W (Tactical Sweep: outer cone only), R (Hextech Ultimatum: %current HP on-hit) DrMundo Q (Infected Cleaver: %current HP) Ekko W (Parallel Convergence: passive has %missing HP on-hit) Elise Q1 (Neurotoxin: %current HP), Q2 (Venomous Bite: %missing HP) Evelynn R (Agony's Embrace: %current HP) Fiora P (Duelist's Dance: %max HP true damage), R (Grand Challenge: same as passive) Garen R (Demacian Justice: %max HP true damage to villains) Gnar W (Hyper) Gragas W (Drunken Rage) Illaoi W (Harsh Lesson: not the tentacles, just her AA enhancer) JarvanIV P (Martial Cadence: %current HP) Jayce E (Thundering Blow) Jhin P (Whisper: %missing HP on 4th shot) Jinx R (Super Mega Death Rocket!: %missing HP) Kalista W (Sentinel: the passive soul-mark proc) Kindred P (Mark of the Kindred: stacking %current HP) Kled W (Violent Tendencies), R (Chaaaaaaaarge!!!) KogMaw W (Bio-Arcane Barrage) LeeSin Q2 (Resonating Strike: %missing HP), R (Dragon's Rage: %bonus HP of the kicked target) Malzahar R (Nether Grasp) Maokai W (Twisted Advance) Mordekaiser R (Children of the Grave) Nasus R (Fury of the Sands: damage aura) Poppy Q (Hammer Shock) Sejuani W (Flail of the Northern Winds) Shaco E (Two-Shiv Poison: %missing HP) Shen Q (Twilight Assault), E (Shadow Dash: %bonus HP) Singed E (Fling) Sion P (Glory In Death: on-hit damage after death), W (Soul Furnace) TahmKench W2 (Regurgitate) Trundle R (Subjugate) Varus W (Blighted Quiver: when proc'd) Vayne W (Silver Bolts: %max HP true damage) Vi W (Denting Blows) Warwick (live) Q (Hungering Strike) Warwick (rework) Q (Jaws of the Beast) XinZhao R (Crescent Sweep: %current HP) Yorick R (Maiden of the Mist: %max HP when attacking the same target) Zac W (Unstable Matter) Zed P (Contempt for the Weak)

Honorable mention to Ziggs, who kinda has a %HP damage with the tower execute, I guess?

8 Comments

Big Lincoln1 votes

% damage is still far too common to be acceptable

it really has no business being so abundant on tanks, especially; in fact I'd go so far as to say that % HP damage being a large part of someone's sustained damage (Kog, Sejuani, Kindred, Poppy, Maokai sort of) is very unhealthy.

what you deserve1 votes

Vayne

Big Lincoln2 votes

very nice, informative post

you're really firing up my neurons here

50000000000000002 votes

I'm not sure if it's really common. From the top 22 pick rate champions (over 10% pick rate) according to Champion.gg, only 4 has %HP damage (Lee Sin, Vayne, Jhin, Vi, 5 if you count Ezreal who commonly builds item 3153), and only 2 of those (Vayne and Vi) have %max HP damage.

EDIT: looking at ban rate, out of the top 19 (also over 10% ban rate), 7 (Camille, Vayne, Lee Sin, Vi, Zed, Poppy, Zac) has some sort of %HP scaling, and 5 of them (Vayne, Vi, Zed, Poppy, Zac) have %max HP damage. This is higher proportion than the pick rate or the entire roster, so maybe you have a point in that %HP damage is too prevalent, or at least that it is seen as too prevalent.

I'd argue that all tanks need %HP damage over flat damage, especially as their main source of damage, to discourage them from just diving backline constantly. %HP damage effectively separates vanguards from divers. For others, %HP damage should definitely be added carefully, based on considering who their main target would be. For someone like Kog'Maw, his niche is to kill tanks faster than most other ADCs, so %HP damage makes sense.

I think the %HP damage on Kindred is a little strange, though. Maybe it's to help them clear the jungle (where they would face high HP targets often), and not be as effective in lane? They also have lower burst than most other marksmen.

Ralanr2 votes

Effectively, it forces divers to buy damage (because they have flat) so they must favor more hybrid builds over durability builds. While tanks can just build durable and have "adequate" damage.

StoryDuck1 votes

There are only so many types of ways for a champion to deal damage in LOL. Magic Damage, Physical Damage, and True Damage. In addition to that each type of damage can deal solid damage, damage over time, % max HP damage or % missing HP damage. There is a healthy mix of Magic, Physical, and True %max health damage in the champions listed above. A little under 1/3 the currently available champions have %max health damage of one kind. It may be common but how would you deal damage? Would it all be just solid damage? Considering items can often be considered Tank items, Offensive items or utility items I think 1/3 of champions being able to deal with 1/3 of the items chosen is pretty balanced.

Linna Excel1 votes

%hp damage is actually fair because it doesn't care about who it is hitting, everyone gets the same amount relative to their HP.

50000000000000001 votes

Well, strictly speaking, the resists still apply to %HP damage, so tanks (who stack mix of HP and resists) will most likely take less % damage compared to squishies. There's also that most %HP damage works as a flat damage+%HP damage, so more damage to squishies.

But as a general rule, that's true, especially for %max HP true damage.

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