User blog comment:ClayHuang158/Edas/@comment-3391671-20160718020133/@comment-3391671-20160720131222

His current base-DPS (consider the fact he also hasCharged Strike, so his DPS is actually higher) is at level 1, rising by 3.33% every level. This means by level 18, his effective DPS is. While this means he will not produce as much damage as late game melee-AA champions who go beyond that 130% ADPS, his Charged Strike grants him a means to off set this both in the early game and the late game. That high AS in the early game would also make Edas a bit lethal if he gets his hand on any item that is on-hit oriented, such as.

I still wonder why you are such a stickler with making it 1.66 AS. In truth, I would believe a 1.25 AS (every 0.8) or 1.2 AS (0.75) would not only tone down the need to keep the AD ratio low, it also would feel more in beat. "In beat" meaning that it feels like an automated robot than some kind of wonky junkbot. To me, it does make that much difference.

Blade Flurry may not seem like it has a high amount of damage because of the low ratio, but the base damage does make it powerful, along with how it deals the damage over 1.5 seconds, striking five times. But as of now, the damage is not the biggest issue of this ability, as it is the design and uniqueness that needs a touch-up. Currently, it does not feel special aside from being a slow-dash that deals AoE damage multiple times. As I mentioned, adding something to it (no, not a CC; they don't fix everything) would make the ability more appealing, such as extra damage on the last hit or granting Edas Charged Strike off the bat.

More TBA