Cassiopeia rework idea

XeroKimo··4 votes·723 views

I was thinking of a way to make her less twin fang spammer but still keep it core to her damage while bringing back some old DoT reliant Cassiopeia back.

Passive - No changes

Q - Cooldown changed 4 ---> 5 Damage changed from 75/115/155/195/235(+45% AP) -----> 75/125/175/225/275(+60%) Deals damage every 1 second ----> 0.5 secs

W - Damaged changed from 10/15/20/25/30(+10% AP) ---> 15/22.5/30/27.5/45(+15% AP) Deals damage every 1 second ---> 0.5 secs

E - Cooldown changed from 5 secs to 1/0.9/0.8/0.7/0.6 Damaged changed to 30/40/50/60/70 (+30% AP) from 55/80/105/130/155 (+55% AP)

New effect: If the target was poisoned it deals damage equal to 1 tick of poison damage dealt from Cassiopeia and extends all poison damage inflicted on the target by 1 tick

R - No changes

I don't know whether this is too strong or not, but for me it's a start.

For some indepth thing on how the E damage works so let's say you landed your q and w poison on an enemy, each tick of poison damage is 0.5 secs. So if you e'd an enemy when all your skills are maxed rank it would go something like this.

70 + 275/6 + 45/4 (+ 10 + 30 + 3.75%) damage for a total of 127 (+ 43.75% AP)

..... Now that I've calculated I think I should change the numbers a bit more

9 Comments

tommyagun1 votes

The cooldown on e is currently fine, because as long as you e a poisoned enemy the cooldown is .5 seconds. But, if you e an enemy that isn't poisoned 5 seconds is good punishment for doing that. I do agree that her q and w damage needs to be higher and also would like her passive to have more stacks than 500. I feel that it shouldn't have a limit on how many stacks she can have.

Ballton1 votes

I see what ur going for, but I actually think this would make her quite a bit weaker compared to live. What you're suggesting would shift her play style to one where she kills slowly through poison ticks while using E to help that along. I don't feel like her low range and total lack of mobility allows for this, though. Maybe with a tanky build it would work out or like if she took reduced damage from poisoned targets, maybe? Could turn into an AP Juggernaut, that might be interesting.

Earthlord Jazz1 votes

Your E mechanic makes it so the enemy would be poisoned forever if you continually added E. I think a that Cass' poison is represented every second as a tick, meaning that a .6 second CD on Twin Fang would perpetually have the opponent poisoned.

XeroKimo1 votes

Yea I kinda thought so :/

How about

E - Cooldown from 5 ---> 2/1.75/1.5/1.25/1 ?

Also, it's changed so that Cass is poison deals damage ever 0.5 secs, so every second it does 2 ticks of damage.

Edit: Nvm the cdr changes I mentioned here, Early game it won't make poisons go on infintely, late game it can do that if you can continuously apply her E, but that will only go true for a single target. But I will change some numbers now

Akenero1 votes

Half the ap ratio and base damage on poisons, but double duration using live base and your proposed ap ratios E should have it's poison damage stacking be infinite Try the math out! Its massively increased damage on poisons, but over a longer time, letting you take heavy sustain mids to fight her

XeroKimo1 votes

The duration of the poisons didn't change, they just apply damage more often,

Unless you were talking about my proposed e changes at rank 1 you'd be able to extend your q's posion by up to 1.5secs for the math, late game you can extend it infinitely,

Akenero1 votes

But by doubling the ticks, you'd half either the duration or the damage per tick, but the same duration means that you need to half the damage per tick, if you double the instances of damage Tc;du 2 times damage per second=2 times damage over equal duration Q is a 3 second duration So it should be divided by 3 Q per tick damage for the update 45.8+10%ap (275/3 seconds/2 ticks per second)+60/3/2

XeroKimo1 votes

Yep that's correct

Akenero1 votes

Math

More from Concepts & Creations

More by XeroKimo