User blog comment:Simbey/Apophis, The Horror of the Sands/@comment-24242333-20131210093431/@comment-7709681-20131211205909

Actually its none of the proposed case, not his nor yours, Author. What you did with the passive is and additional on-hit magic damage that increases depending of the difference between the percentage of health between players, that caps at ~30% of the damage dealt as magic damage (At level 18).

To further explain what comes to be this unnecessary incertitude of a passive mechanic, I'll use the following example: Lets say that Apophis (the player) has as  and his enemy has  as, the exisiting difference between this values is 50% ((75 - 25)% = 50%).

From this result we must then calculate the actual percentage that is needed for the additional damage, this would imply the percentage given by the passive (~1,7 to 30%. Note: You, Author, should cap the percentage at 30%, 0,6% can be the difference between victory and rage-quit).

For the sake of explanation, lets assume that the aforementioned example happens when Apophis is at Level 18, we must then calculate the ~30% of 50%, which results in ~15% of the damage dealt as magic damage (((50*30)/100)% = 15% or (50*0,3)% = 15%).

Therefore: In this case, with a 50% difference of health percentage between Apophis and his enemy, Apophis deals ~15% of the damage dealt by him as magic damage on-hit., which will further increase to a maximum of ~30% at 100% difference, which result in the death of any of the players.