Talk:Dark Harvest/@comment-29964258-20181015172553

With the recent changes, in order to out DPS electrocute, assuming you only use this as damage from cannon creeps (stack from other sources, but only hurting off cannons) as they are consistent, that puts this on a 1:30 second CD before 20 min. this is slightly more than 3x the cooldown of electrocute, so it should do 3x damage to out DPS it. electrocte does 15% more AD scaling, and 5% more AP, as well as about 6.5 more flat per level. to match that you need 6.5 stacks per level, with an additional stack for every 6.67 AD, and one stack for each 20 AP. To do more DPS you need to triple that at 19.5 stacks per level, 1 stack per 2.2 AD, and 1 stack for 6.67 AP. Not that feasable, no way to really outclass electrocute on the cooldown of a cannon minion early game (gank heavy junglers might be able to)

From 20-35 minutes cannons are every other wave, decreasing cooldown to 1 minute. (and making it stack faster). this is a bit over double electrocute's CD, so the goal is to double damage, which takes 13 stacks per level, 1 stack for 3.33 AD, and one stack for 10 AP. while this seems easier, you have to keep in mind people have a lot more AD/AP 20 minutes in than they did 1 minute in, so that cancels out some of the lower requirements.

from after 35 minutes in, it has a ~50% higher cooldown than electrocute (30 seconds rather than ~20) so should do about 50% more damage. 9.5 stacks per level, 1 stack per 4.45 AD, and 1 stack per 13.33 AP Still difficult, as this assumes you have 162 stacks for being level 18 alone. However, all is not lost, DH is probably still better than electrocute here

Because all of this is based off of the tempo of a lane, all this confirms is that, if all you do is 1v1 in a lane the entire game, and never roam, or get ganked (by either JG) you will do less damage with DH than the guy laning against you with electrocute will. The moment you start teamfighting, the cooldown on dark harvest might average out to about 2 seconds over the duration of the fight because a nearby champ dying resets the cooldown.

TLDR; DH is thrashed by electrocute if all you do is 1v1 lane all game, but is better the more teamfights you are in. Not sure how to measure its usefulness in JG, especially with inconsistencies in ganks (both up for every gank, DH sometimes more depending on cannons and champions present)