Doomfire -KEYSTONE-
https://www.hiveworkshop.com/attachments/doomfirepreview-png.302041/
#Doomfire https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fimage.ibb.co%2Fhq93E8%2F1.png&key=f0abbd34f14549f3a15cd94dd9970851&width=150 Each of your abilities (damaging or not) and basic attacks apply 4 seconds of doomfire on enemy champions. Enemies affected by doomfire take 1-16.5 +0.25% of their max health as adaptative damage per second. The same ability can't add another stack of doomfire until the target is hit either by a basic attack or another different ability. Max 12 seconds of doomfire stacked.
#Death by Fire:
- if doomfire is applied on enemies below 50% of their max health it adds 6 seconds (instead of 4) and deals 2-33 + 0.50% of the target max life as adaptative per second.
- if doomfire is applied on enemies below 15% of their max health it adds 8 seconds (instead of 4) and deals 4-66 + 1% of the target max life as TRUE damage per second. Grants vision of targets affected by Death by Fire (reduced, not full, like nearsight radius). The threshold of Death by Fire activation is increased by AP and AD ratios.
#Bug prevention.
to prevent bugs, only the first instance of damage of an ability is able to apply doomfire, why? because if two DOTS hit the same target it would create a cycle of doomfire being reapplied, the idea is to prevent it from being OP and annoying on DOT champions. Also champions with on-hit abilities that proc spells or apply dots (teemo pherphaps) only apply one stack, to prevent things from going broken. The main idea is, equally useful on all champions, but more rewarding on those that are able to cycle between different abilities and basic attacks to apply it constantly on their target.
Massacre
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