@Riot: Question about new heal paradigm on Ekko's R

DeathBurst··1 votes·289 views

I guess the goal is yet another time to push Ekko towards AP builds and away from Tank builds, but it's hard to gauge the exact effect of the change.

Can we get some examples with typical values of what it will actually look like in-game?

1 Comments

AHarmlessTaco1 votes

Not completely sure if this is right, but this is what it looks like to me:

[100/150/200 (+60% AP), increased by 3% for each 1% of health lost over 4 seconds] . . .

Early on: [100+ (100 AP x .6)] = 160 heal if no damage has been taken in the past 4 seconds

4 seconds ago he was at 100% max health, now is at 50% max health 50% lost x 3 = 150% increase on the heal 160 + (160 x 1.5) = 400 heal total . . .

Late game: [200+ (400 AP * .6)] = 440 heal if no damage has been taken in the past 4 seconds

4 seconds ago he was at 50% max health, now is at 30% max health 20% lost x 3 = 60% increase on the heal 440 + (440 x .6) = ~700 heal total . . .

Very late game: [200+ (700 AP * .6)] = 620 heal if no damage has been taken in the past 4 seconds 4 seconds ago he was at 100% max health, now is at 10% max health 90% lost x 3 = 270% increase on the heal 620 + (620 x 2.7) = ~close to 2200 heal total . . .

Very late game, no AP: [200+ (0 AP * .6)] = 200 heal if no damage has been taken in the past 4 seconds 4 seconds ago he was at 100% max health, now is at 10% max health 90% lost x 3 = 270% increase on the heal 200 + (200 x 2.7) = 740 heal total

More from Gameplay

More by DeathBurst