Damage Converting Item

Elite4Runner··2 votes·325 views

I really think it would be cool if there was an item added to the game that has an active effect that inverts all damage sources from magic to physical and physical to magic at a respectively balanced ratio.

Why? This would be very useful as an ADC when teams are stacking armor against you, or as a mage when your opponent is stacking magic resistance.

So this is the basic point of this post the rest of the post is really where I start rambling. If you decide to keep reading, or not, please leave me a comment on the general idea

Okay, so that is the active effect, but you can't just have an item exist simply for an active effect, ... I think .... other than consumables, which isn't a terrible idea, but for now I want to stick to the idea of it being an item with an active effect. What sort of stats would really work well with this and be efficient and balanced? Well I really want this to be oriented around being mostly useful on the AD and AP carries equally. It doesn't really make a whole lot of sense to have tank stats. Utility stats would always be good, such as mana or health or regeneration stats, movement speed. Attack speed and CDR would be good but they would both need to be included. The same could be said for AD and AP themselves. So it sounds like we are looking at a new hybrid item. I think this would be perfect because there are only 2 hybrid items in the game, which is ridiculous to me. There were 3 but the AP stats got taken out of Trinity Force, but I'm going to try not to rant. about that. I really like Guinsoo's Rageblade. It is relatively cheap considering all of the stats that it gives, and it has a nice stacking effect. I think it would be great if this was a similar item to Rageblade. Keep in mind that it is not really meant to compliment pure hybrid builds because it wouldn't really be effective to invert damage sources on a build where physical and magic damage output is already 50%/50%.

So really, I have no idea what would work best, so please give me your ideas.

  • Is this even a good idea?
  • What sort of ratio should it convert magic to physical damage, and physical to magic damage?
  • Should there be any limitation on what damage sources can be converted? (auto attacks for example)
  • What stats and/or passive effects would work well with this?

All feedback is welcome

4 Comments

sneezing slug1 votes

This would be, to put it lightly, insanely overpowered.

If to be implemented at all, it should be a very late-game item, and there should definitely be a catch to it, as well as it being an active ability on the item with a very lengthy cooldown.

But it is still a unique idea.

Elite4Runner1 votes

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=3GfWbG59,comment-id=0000,timestamp=2016-03-26T02:24:58.602+0000)

This would be, to put it lightly, insanely overpowered.

If to be implemented at all, it should be a very late-game item, and there should definitely be a catch to it, as well as it being an active ability on the item with a very lengthy cooldown.

But it is still a unique idea.

I do appreciate that. Is there ANY way that you could see it being balanced?

So if an ADC had this item and dealt 400 physical damage with a single auto attack, then they activate this item, about how much magic damage would be balanced? 400? How much more? How much less? Or, do you think there is no way it could be?

Also there would need to be a consideration for critical strike. If an auto attack were to crit while this item is active, would the magic damage be doubled as well? Would it be increased by 150% upon crit? 250% upon crit? Or would critical strike chance be negated while this item is active?

Or am I not even really seeing the problem. Please explain.

sneezing slug1 votes

{quoted}

I do appreciate that. Is there ANY way that you could see it being balanced?

So if an ADC had this item and dealt 400 physical damage with a single auto attack, then they activate this item, about how much magic damage would be balanced? 400? How much more? How much less? Or, do you think there is no way it could be?

Also there would need to be a consideration for critical strike. If an auto attack were to crit while this item is active, would the magic damage be doubled as well? Would it be increased by 150% upon crit? 250% upon crit? Or would critical strike chance be negated while this item is active?

Or am I not even really seeing the problem. Please explain.

I feel like there really isn't much of a counter to an item like that. The only way you could actually do it is if you built BOTH MR and Armor which isnt really easy to do.

Elite4Runner1 votes

[{quoted}](name=Metal Gear Roses,realm=NA,application-id=A8FQeEA8,discussion-id=3GfWbG59,comment-id=000000000000,timestamp=2016-03-26T02:48:21.889+0000)

I feel like there really isn't much of a counter to an item like that. The only way you could actually do it is if you built BOTH MR and Armor which isnt really easy to do.

Not even if the active only lasts a few seconds? I'm thinking maybe 4 to 6 seconds. item 3142's active lasts for 6 seconds as a benchmark. I do agree that it should have a longer cooldown before being able to be activated again. Ghostblade has a 45 second cooldown. item 3147 has a 120 second cooldown, maybe this is a better length of time. It would definitely need to have an obvious visual effect to show that it is active. If an enemy is extra vulnerable to this being active, they would need to keep track of when it is up or down. Also, if the stats granted by this item were not all that strong, it could help to make it less powerful because the player would be giving up a item slot which could be used for an item with greater base stats in order to gain this active.

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