[Discussion] Lifesteal, Spellvamp & % Damage done Healing
So currently..
Lifesteal is the strongest kind of sustain stat in the game, but so was Spellvamp which barely exists on this game anymore. There's currently 1 champion that still has spellvamp in their kit, that champion is
with his W that grants both 30% Lifesteal and Spellvamp for 4 seconds and one item that grants spellvamp
when you're below certain amount of health.
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While testing other sustain items, I noticed that % healing based items such as
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don't sustain the same amount of health even when they both have the same exact passive.
Death's Dance: Dealing physical damage heals for 15% of the damage dealt. This is 33% as effective for Area of Effect damage.
Hextech Gunblade: Heal for 15% of damage dealt. This is 33% as effective for Area of Effect damage.
So as it turns out,
was healing more for both mages and AD champions rather than death's dance (not just through abilities but through basic attacks as well). I'm not sure if this is intended in some way or if there's a good explanation to this but I just wanted to point this out as it might be even a bug that Riot hasn't noticed. I will let you people of boards to make the judgement here.
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Write down your thoughts on this in the comments.
with his W that grants both 30% Lifesteal and Spellvamp for 4 seconds and one item that grants spellvamp
when you're below certain amount of health.
don't sustain the same amount of health even when they both have the same exact passive.