User blog comment:JBox2D/Diana Rework/@comment-7709681-20141015160410/@comment-24090662-20141015221150

Not sure how I just boosted her numbers, given that the damage on her Q and her Dash, which is her burst combo, went down by 50% AP. Her total damage from basic abilities is probably higher, because her dash is now a basic ability, but the amount of damage she's able to output should be approximately the same.

Diana's current bruiser side basically doesn't exist: durable builds can work, but rely on snowballing. She's actually got the same amount of CC as she had before (not counting Eclipse) it's just in different places. With respect to the damage, keep in mind that her E doens't do damage without marking a target first, so you simply cannot combo it for more damage.

Her assassin pattern should be pretty much gone: lower damage on Q, combined with lower damage on the dash and the removal of the ability to double-tap the dash for a huge burst, would mean she's an assassin without enough burst damage to kill a target. Yes, she can finish them with passive procs, but that really ends up leading more into the realm of a bruiser than an assassin, which is the goal.

The ultimate was an original idea, and it's kind of obvious, not sure why you suddenly assume I stole it.