Talk:V1.0.0.111/@comment-192.91.172.42-20110216200617/@comment-192.91.147.34-20110217015015

Actually, the change to rune prison is not as grand as you're making it out to be. Previously, ASSUMING that the other team had merc treads (which may often be the case, but certainly isn't always so), you would get 4/6 ticks in. This amounted to 160 + .8 x AP. Now, it's 200 + .6 x AP. Thus, if you have any more than 200 AP, you would do more damage to a target that had merc's treads BEFORE this patch. And this ignores the fact that the rune prison was most useful for its prison. The duration is nerfed (slightly, I know); therefore, the most useful part of it is nerfed. I realize that they added a small mana ratio to this move, but really; if you have 2000 mana, that means an extra 100 damage. Whoop de doo.

Now look at overload. Assume Rank 5 overload (meaning a 7 second cooldown, pre-patch). This means that, with the new Overload, you can cast it 7/3.5 = 2 times as often. Now, assuming 200 AP again, this means that you can do 2 x (130 + .2 x 200) = 340 damage with the new setup, compared to 1 x (210 + .45 x 200) = 300 damage. That means that you can do 40 more damage every 9 seconds, or 4.44 damage per second, because of the overload change. And this number goes down the more AP you get. That's terrible. That's hardly a buff at all. And you're using 30 extra mana to do this small bit of extra damage.

Now on to spell flux. The damage at the max rank is the same, and despite a very small AP ratio nerf, there wasn't much change here. However, the cooldown was increased BY FIFTY PERCENT. This equates to a 33% damage reduction from this move, unincluding the AP ratio nerf.

Finally, his ult lost its AP ratio, and it got what? Spell vamp (arguably the most useless stat) and mana (which becomes useless late game, especially to casters who have plenty of extra mana to spare) to replace it. Even the most useful part of the ultimate (its splash damage component) got nerfed a good bit.

Thus, your argument that he's coming out better through all of this is just completely wrong by the numbers. The changes to each of his moves result in a lower damage output (regardless of boot choice), with the exception of overload, which will now supply an extra 4.4 damage per second. Pitiful. The small comfort to be taken in this is that his ranges are increased by like 50, but that's certainly not going to make up for his awful AP ratios and damage potential.

Strictly by the numbers, you don't have a leg to stand on.