Thread:Double Slap/@comment-3017217-20150501142244/@comment-4091261-20150516000042

I meant that I didn't clearly explain myself. Although, I do appreciate the explaination.

This reasoning is fair, I do believe that fighters are very ambiguous and that sometimes they are called tanks, other times they are called bruisers, and it even stretches to melee adc. Now I know this is focus generally towards tanks, but I do think there should be a stronger edge for tanks compared to a bruiser as there are plenty of powerful ranged adc's that contrast in utility to melee adc's but there are not any significant tanks that contrast to bruisers.

I do believe exponents are good in terms of resistance as it creates a significant difference between squishy, beefy, and tanky units. Although, applying this multiplicative logic to runes is what is odd in my opinion. While the logic is fair, normally people do not go halfway when utilizing runes. The main utility of having multiplicative scaling in these percentage health runes is that they encourage the practice of obtaining the maximum amount of possible runes. Though, usually people think to use percentage health runes for maximizing their health investment. So they would always use percentage health seals and quints, even if it was not multiplicative. For example, I would not imagine a bruiser to utilize percentage health seals and attack damage quints. They would just go for flat or scaling health seals as it makes it more convinent for him/her to buy damage items. That said, I am in favor of a buff to percentage health runes, I just think that doing a flat increase is simple way to go about it.

If I read correctly, the calculations of the multiplicative stacking results with: 1.12649665257 or around 112.65%. With a flat buff of seals to 5/9% (made severe typos) that would make the ratio become:

9(5/9)% + 3(1.5)% + 3% + 100% = 112.5%

Which is still a buff from what it is currently: 112%. Or it could be buffed to something a lot more visable like 0.6% for seals. This would create:

9(.6)% + 3(1.5)% + 3% + 100% = 112.9%

This would make the calculations and numbers clearer for seals and be even more significant than multiplicative while still maintaining a threshold, 4000 health, that is only reasonable for tanks to obtain.