User blog comment:Deshiba/Wit's End - rework/@comment-25996306-20160221211529

What I get from the first passive is that you only get the on-hit damage when Lifeline kicks in, and you get a bit of shield every time you hit someone, to a cap.

- Take magic damage to 30% hp or less, your auto's now get 40 magic damage on hit for 5 seconds. Each hit does 40 damage, and the damage dealt to the enemy (after magic resist reductions and stuff) is replicated in a magic damage shield on yourself.

So let's say you have 1.0 atk.spd, and your opponent has 100 MR (after getting 25 shaved off by the other Wit's End passive).

Lifeline kicks in, you get the on-hit effect. Magic damage multiplier against MR is 100/(100+100) = 0.5, assuming you have no magic pen, the on-hit damage against them translates into 20 magic damage.

Lifeline lasts 5 seconds, you have 1 attack every second. Let's say you get 5 attacks off in this window. 20 * 5 = 100, so over the 5 seconds, you get to absorb 100 magic damage.

Meh. (yes, numbers are open for change, I know)

What I'd suggest is this:

Have 30 on-hit damage as part of the 2nd passive, and have it so that when Lifeline kicks in, that on-hit damage is doubled (and/or ignores MR?). Lifeline will give you an initial (whatever Hexdrinker's current one is) shield.

When Lifeline runs out, you get a magic damage shield in strength equal to 5 ^ No. auto's hit in that period, but the shield cannot exceed an equivalent of (100 * (MR / 50))% of your MR. The shield lasts for 5 seconds. - Auto's during Lifeline have to damage the target's health. Any done against shields are not counted. The extra on-hit damage effect as part of Lifeline persists whilst the shield stays up.

This'll add a new dynamic to fast-hitting Tanks against DoT mages. (Tanks are K against burst mages, the big shield won't screw them over if their abilities are on CD anyway). It adds a way for tanks to cope with DoT mages, whom they hate, but in a way that is still counterable.

I'm thinking of it being a better anti-mage offensive item for Tanks than it already is, whilst hoping it won't be profusely ridiculous on Devourers. (They'll kill a squishy mage in under 5 seconds anyway, if they get to them).

We'll do a runthrough:

(Imagine Skarner nobbing Karthus): Skarner gets charged up to 1.5 attack speed, Karthus gets him to 75% health. Now Skarner gets a (210 or so, lvl 18) shield straight up, and now starts punting a bit harder.

1 Karthus Q pops that shield straight away.

5 seconds later, and Skarner has hit Karthus 7 times.

Let's say Skarner has 250 MR, 5 ^ 7 = 78125 (kek)(Lucky that he'd get to hit Karthus 7 times anyway if he flashes/walls/barriers), (100 * (250 / 50)) = 500

500% of 250 = 1250, round to nearest 1th, shield post-lifeline is capped at 1250 damage.

Sounds big, but Karthus will still pop it in 3 seconds or less, with his Q critting and E turned on.

Who's going to love it? Skarner, In-your-face Galio, Trundle, Nautilus (still), Olaf, Warwick.

Everyone else that might consider it will be just k.