Thread:Double Slap/@comment-3017217-20150501142244/@comment-4091261-20150516203555

All runes have additive scaling. This makes it simple to figure out what the outcome for the next rune is as the value just needs to be added together. Having the very first multiplicative scale would complicate matters for theorycrafting, i.e. ideas made statistically that should technically work in the game. People would have to weigh the benefits and costs of having only seals or quints for percentage health runes and another stat in comparison to full seals and quints. This reduces the opportunity for other valid choices like movement speed quints for slow tanks who need to be on top of the enemy.

This also complicates the single rune comparison. Right now, one percentage health seal compared to one scaling health seal is the same as nine percentage health runes compared to nine scaling health seals. This would change that by requiring more calculations for theorycrafting, that is already complex as it is.

There is also an issue with how this would be implemented through coding. All runes use addition so programming sets up the runes to add with each other. Introducing only one multiplicative rune would require and entire set of code specifically for this one rune. While it can be done, it makes the process more difficult than it should be.

All this work is suddenly appears when creating multiplicative percentage health runes when it could all be avoided by simply doing a flat increase to the value of percentage health runes. In the end, percentage health runes get buffed. Its just one process is simpler than the other.