Spell Vamp [Rework] [Brainstorming Ideas]
This is technically my third idea, for this idea I will introduce an even lower tier Spell Vamp item as well and create Spell Vamp to be more rewarding for the mana users, the non-mana users will still benefit from Spell Vamp just less sustain because they are resourceless (or high regen in terms of energy champions):
Vamp Sickle: Recipe: Amplifying Tome (435g) + 365g = 800g
Stats: +20 Ability Power +UNIQUE Passive - Spell Vamp: Heal for 2(+8%AP)(+12%Bonus AD)(+25% Mana consumed) health whenever a spell deals damage to an unit.
Hextech Revolver: Recipe: Vamp Sickle (800g) + 400g = 1200g
+40 Ability Power +UNIQUE Passive - Spell Vamp: Heal for 5(+12%AP)(+18%Bonus AD)(+30% Mana consumed) health whenever a spell deals damage to an unit.
Final Tier Spell Vamp Items: UNIQUE Passive - Spell Vamp: Heal for 10(+20%AP)(+30%Bonus AD)(+40% Mana consumed) health whenever a spell deals damage to an unit.
Runes and Mastery: Spell Vamp Quint: Heal for 5 health whenever a spell deals damage to an unit. (So Spell Vamp quints will be focused on early game sustain if you take them and fall off in the later game, while Spell Vamp items and the mastery point will be focused on late game sustain rather than early game sustain)
One Point Mastery in the Utility Tree: Heal for 5(+5%AP)(+8%Bonus AD)(+10% Mana consumed) whenever a spell deals damage to an unit. +3% Life Steal
Runes and Masteries is the only thing that stack with each other and with items, while item Spell Vamp will only use the greatest Spell Vamp plus if you have Spell Vamp runes and masteries
This idea does not have restrictions in terms of restrictions to 1/3 effect for AoE abilities and 1/3 healing against Minions and Monsters. This Spell Vamp is not true healing however, it is restricted by resistances of the source of damage the spell deals (aka the amount of damage that the spell deals is how much healing the Spell Vamp is restricted by i.e. a spell deals 100 magic damage and the target takes 20% less magic damage from magic resist and your magic penetration so the spell deals 80 magic damage which is 80% of the damage value so the Spell Vamp healing is reduced to 80% instead of the full 100%) unless the spell deals true damage.
This idea is to make Spell Vamp try to be more equivalent to the strength of Life Steal (while being balanced) and to have mana users be able to buy the stat and not just resourceless and energy champions, so the mana champions get a little bit more healing for having to expend mana, while the non-mana champions get less healing per spell because they don't spend anything for that healing except for a small cooldown. Another point is that this Spell Vamp is to encourage sustain healing with sustain damage spells (or low cooldown spells).
Spell Vamp right now very much encourages use of both non-mana champions and single target burst with the standard mage being mainly AoE and uses mana Spell Vamp becomes a very inefficient stat. Since marksmen and Life Steal create sustain damage and sustain healing then Spell Vamp (to be on equal footing with Life Steal) should be encouraged on sustain damage spells over burst damage spells to also create a sustain healing just like Life Steal creates a sustain healing.
SIDE NOTE: The same ability can only proc healing once every second; so low cooldown, damage over time, and damage per second spells is what this Spell Vamp system benefits the most from. The most Spell Vamp healing procs that can occur in one second is 5 as long as the passive, Q, W, E, R all have the ability to damage in a way that triggers Spell Vamp. (Spell Vamp rules have not changed.) Slight correction, you can go beyond 5 in the same second with damaging summoner spells and damaging active items.
~ Stacona
can all capitalize on the effects of SV, it'll just be different for each which is good, diversity is a good thing.