User blog comment:Poisonshark/Custom Champion: Mima, the Yellow Channeler/@comment-27802145-20160721112109/@comment-3391671-20160722185609

I agree to a certain extent with what Lesdin is saying about the purpose of the ult and the way you've done with taking care of the issue at hand. You've made your way into making it more worthwhile to use on lower health targets, but there could be more merits added.

At the current moment, I agree the stun duration is insignificant, even when used on enemies at 0.01% health. One thing that could fix this new addition to the ability is give a base duration (0.5) and better scaling would mean that if used in the optimal situation, it's more rewarding than it is now. If not, and used to as a fight-starter, it will be much less effective, but provide the nice 100 wide by 1000 - 3000 long AoE of 0.5 stun.

Adding missing health damage to the ult would supply that missing damage. Yes, it's a swing in the typical way and you are trying to avoid it... but in honesty, if you are trying to supply the best Last Bang, then missing health damage may be necessary.

Otherwise, what could be done to reward using the ult as a finisher (the AD scaling, if not the base damage, may need to scale higher) is if Mima kills any unit, the AoE would be larger (maybe only on minions/small monsters) and deal more damage (let's say twice the amount). Even if an enemy cannot be dealt any more than once, this would secure more damage and a better potential of whipping out more enemies if used right.

More can still be done to the ult, but these are what I had to say in response to Lesdin and yourself, PS.