Arcana Stat

Elite4Runner··1 votes·422 views

I really like the way that Duskblade of Draktharr item 3147's new passive works with Lethality as a stat.

The more items you have with Lethality, the stronger the passive effect is.

I think something like this could be used on some mage items.

Just for name sake, lets call this stat Arcana.

I'm always for introducing new items, and this could certainly be something that could be implemented on some new items as well, but just as an example, I would like to try and use this to illustrate my ideas of how this would work on a few existing items.

Firstly, I would use Liandry's Torment item 3151

The passive on Liandry's right now is static. It does not scale based on anything that you can do, other than impairing your enemy's movement. Even then, it has a diminishing return, which is okay, but doesn't feel very strong.

What if this % of current health damage were to be increased based on something, or at the very least give it a minimum damage?

My first thought was to have it scale based on something like AP, Level, Your health, MR, Magic Pen, .. something along those lines, but what if it were to adopt a similar scaling method as how Duskblade's passive scales on Lethality?

You give Liandry's and other items that it is 'encouraged' to be built with an Arcana stat that empowers the effect of it's passive.

This brings me to a second item, which I believe works rather well with Liandry's Torment, and I think has been a topic of note for balancing lately, Rylai's Crystal Scepter item 3116.

Similarly, the slow would be nerfed on base, and increased based on how much Arcana the player has received from other items. This would mean that this item would be weaker in many cases, but just as strong, or stronger when built in coordination with Liandry's or other items that offer the Arcana stat.

3 Comments

Elite4Runner1 votes

Give me somethin people.

I'll even take a downvote if you think it's bad

(Inviting downvotes? What am I stupid??)

Please tell me what you think and why you like or dislike the idea.

Even if you're indifferent, I'll accept a "meh" comment lol.

CobaltTheMadMage1 votes

Technically Lethality is the replacement for Armor Penetration, which was changed so assassin champs would still be relevant against sufficiently tanky targets. Mages seem to generally scale AP higher than AD from what I gather, and Magic Penetration already exists as their answer to Armor Penetration, so I'm not positive mages really need a parallel to Lethality. Especially since Lethality was specifically intended to be an assassin-specific stat; giving something like that to just anyone sorta defeats the purpose.

Elite4Runner1 votes

{quoted}

I wasn't intending for Arcana to be a stat for Magic Penetration. Instead I was referring to the way that Duskblade's passive interacts with the stat as a base number that amplifies it's damage.

Nightstalker: After being unseen for at least 1 second, your next basic attack deals 50 + (200% Lethality) bonus true damage on-hit (lasts 4 seconds after being seen by an enemy champion).

So let me give an example. If a player purchases Duskblade and a jungle item with the Warrior enchantment vs Duskblade and Youmuu's, ...

item 3147 item 1412

+125 AD +20 Lethality

Nightstalker passive would deal 50 + 40 bonus true damage on-hit

item 3147 item 3142

+125 AD +40 Lethality

Nightstalker passive would deal 50 + 80 bonus true damage on-hit.

So while these two items in combination offer the same amount of AD, the latter combination is clearly more effective, even without the Armor Penetration.

So if we were to not even worry about Magic Penetration in with this stat, we can still make for a similar effectiveness.

(THESE ARE DEFINITELY ROUGH FIGURES AND WOULD BE SUBJECT TO BALANCE CHANGES)

So if we were to give both Liandry's Torment and Rylai's Crystal Scepter +10 Arcana

Liandry's Current Passive is

Unique: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current health per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.

If this were to be changed to 1% (+1% per 10 Arcana) of the target's current health per second for 3 seconds. ...

This would mean that Liandry's Torment would be the exact same by itself, and with other items that do not offer Arcana,

but when purchased in coordination with Rylai's it would go up to 3%, making it more effective.

And yes, I am aware of the fact that these two are already effective together, but this is an example that would be subject to balance changes.

And Rylai's current passive

Unique – Icy: Damaging abilities slow affected units based on their type:

  • Unit-targeted: 40% for 1.5 seconds.
  • Area of effect: 40% for 1 second.
  • Damage over time, multi-hit, and pet attacks: 20% for 1 second.

If the scaling for these were to be changed to something like

  • Unit-targeted: 20% (+10% per 10 Arcana) for 1.5 seconds.
  • Area of effect: 20% (+10% per 10 Arcana) for 1 second.
  • Damage over time, multi-hit, and pet attacks: 10% (+5% per 10 Arcana) for 1 second.

As I mentioned in the OP, I feel like Rylai's has been a balancing concern lately, and this could help to decrease it's effectiveness when not purchased in combination with specific items.

So for example,

item 3116 item 3115

+180 AP +20 Arcana

  • Unit-targeted: 30% for 1.5 seconds.
  • Area of effect: 30% for 1 second.
  • Damage over time, multi-hit, and pet attacks: 15% for 1 second.

Making it less effective than it is currently.

item 3116 item 3151

180 AP +40 Arcana

  • Unit-targeted: 40% for 1.5 seconds.
  • Area of effect: 40% for 1 second.
  • Damage over time, multi-hit, and pet attacks: 20% for 1 second.

Making it equally effective as it is currently.

Then of course I would expect that there could (or should) be more items that also offer Arcana.

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