Seals of Health

Disulfiram··6 votes·1,491 views

Greater Seal of Scaling Health gives +24 HP at level 18 Greater Seal of Percent Health gives +0,5% HP

Doing a little math, you can easily check that the breaking even point is 4800 HP; lower than that, Scaling is better. Higher than 4800 HP, and Percent is better.

But 4800 is more than most tanks are going to build... maybe Chogath and DrMundo are going to build that much HP, and it isn't even that good of a build on them.

So, my question: is there any reason for using Percent HP seals instead of the Scaling ones?

8 Comments

TeCoolMage9 votes

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.

Disulfiram2 votes

Makes sense, thank you.

TeCoolMage1 votes

Oh wait, I forgot to mention that it's usually better to take a mix of % and flat/scaling.

24 health at level 18 is usually too far ahead in game to even matter for most tanks, so it's better to take like 6 or 3 % runes and flat or scaling for the rest.

Transgressor2 votes

Fucking math, jesus freaken christ...

I barely understood any of this, but as it turns out what's instinctively apropriate to use per situation correlates to your conclusion, which I like.

Crett2 votes

Sion when you're doing that infinitely scaling game where you get sion to 50k hp like i am tomorrow, you grab % health runes.

Sasogwa2 votes

Percent Health actually gives more HP early game than HP/lvl, when you have base HP of around 500. Yet I do agree and posted myself a topic about that matter in the past.

Maligaro Spike1 votes

try to add the cinderhulk bonus hp on the math,it may made it worth

Spoofghoul1 votes

Sion hi

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