Kog's Ultimate
Hello guys, My name is Henzo and I'm brazilian! :)
I'm making this post, because I want to show my opinion about the current state of kog'maw and his ultimate. I'm not a main kog'maw and I just started to play him when I saw he was really broken, then they nerfed him, but I'm really unsatisfied with his current state, he's so weird right now, I'm not saying that the nerf wasn't good, I know that was necessary, but i think he is too weak right now and need some kind of correction.
Almost every single champion rely on their ultimates and I think kog'maw shouldn't be diferent, I was thinking about a more continuous and "simple" kind of damage, something like:
ACTIVE: Kog'Maw launches a ball of acid into the air that drops after 0.6 seconds at the target location, dealing magic damage, increasing logarithmically based on target's missing health to all enemies hit and granting Sight icon sight of them for 2 seconds.
So, the formula should be something like this:
(Base Damage)*(1+log( (target's maximum health)/(target's current health) )/log(2))
For example:
If kog'maw has a 100 base damage on his ultimate(without AP or Bonus AD) and he's attacking a enemy that has 2000 health and is at full health he will do:
100*(1+log(1)/log(2)) 100*(1+0) 100
WOOOW! 100 damage.
But if the enemy is at half health he would take
100*(1+log(2)/log(2)) 100*(1+1) 200
Bnd what if the enemy has only 25% of his maximum health?
100*(1+log(4)/log(2)) 100*(1+2) 300
So, 100 against full health, 200 against half health and 300 against 25% health. You may be thinking: "That looks pretty similar to kog's old ultimate" YES, this is very similar, but the diference is that when the enemy have a certain amount of health between these values he will take a damage proportional to his current health instead of a flat amount.
Look for more examples:
If the enemy has 30% missing health:
100*(1+log(1.4285)/log(2)) 100*(1+0.5) ~150
If the enemy has 65% missing health:
100*(1+log(2.85)/log(2)) 100*(1+1.5) ~250
If the enemy has 94% missing health:
100*(1+log(16)/log(2)) 100*(1+4) ~500
So, if the enemy is almost dying it will be a overkill, but, who cares?
So, this is my opinion and what I think should be done to correct kog's current state, please read with care! :3
I also made a graph to show you more values, the X axis is the percentage of enemy's missing health and the Y axis is the damage based on the 100 base damage: