Talk:Overgrowth/@comment-37691422-20181202091943/@comment-29964258-20181202165551

yep. pretty useless. The previous buff was 0.2%, or a multiplier of 0.002. So from a flat benefit (3) we can work out what your health would be to get that per stack with the old overgrowth. .2% *5 is 1% *100 is 100%, so 0.2%*500 is 100% of health. So, with the old system, it would take a glorious, absolutely unachievable 1500 max hp. Thats a joke. The smallest base HP at level 18 is gnar at 1615. This is an improvement for champions below 1500 HP, which is zero champions past level 16. The one time percentage buff is 5% smaller than what previously was achieved at that amount of stacks. So, the equation of health growth between this rune and the old rune is (x+flat buff) when flat buff <45,  and (x+flatbuff)*1.025 after the 2.5% kicks in. The old rune's growth is x*(1+%growth) graphing these and looking for intersection shows that at 15 stacks, the new system is always better before 1500 health, and better up until a whopping 9225 health when you have the percent bonus. However, messing with some parameters, you can see that getting to 20 stacks (160 minions/monsters, easily doable, this lowers the threshold to 4100HP. at 20 stacks, the new system is worse above 4100 hp. (including the flat health from this rune as it's probably affected by CDR))