User blog comment:Willbachbakal/(Item Concept) Another Look at Jungle Items/@comment-24795478-20140630080534/@comment-1330314-20140630160601

Thanks for the feedback!

Regarding the issue of the high threshold for the true damage to equal the current value: I deliberately wanted a high-ish value to prevent bruisers from getting too much free damage (which is currently a problem), though with the item and ~100 base AD you'd need another ~110 AD to break even, which you should be able to achieve with two additional items. Assassins and damage-oriented champions would easily go past the 250 AD mark and therefore deal even more damage, which is the goal here, and bruisers who go full tank, or bruisers who heavily favor tankiness instead of damage, would deal a little less, which would not be a bad thing at all.

On the subject of the +25% bonus health: I haven't seen the new SotAG in action or on a full build, but +400-500 health (and remember, the new SotAG gives 150 less base health than the current version) doesn't seem too bad. I'm still a little confused as to the need for tanks to have another multiplicative scaling, considering health and resistances multiply each other, but if it helps tanks grow further into their chosen role, that's a plus for me.