Thread:Willbachbakal/@comment-1920550-20160422050145/@comment-1920550-20160422232813

I see Rabadon's as the AP version of Infinity Edge...given how AP champions don't go into crits unless we're talking Corki who's the only champion who has magical damage crits,  and since AP doesn't increase AA dmg, having that extra raw amount to make you spells hit harder should be the flip side to it.

The closest thing you have to compare in the MOBA is SMITE, but they have a very different rule set:

- Everything is a skillshot including AA.

- Gods base stats and spell base damages are much higher than those in LOL,

- Items give less stats unless you go into stacking items and item stats are spread in some oddball fashions and rely much more heavily in flat amounts of stats rather than %, with their version of Cap and IE multipliers being much smaller than the ones in LOL.

- Gods are either full physical or full magical gods and magical dmg gods have a magical scaling to their basic attacks...which means they do have viable and staple magical damage gods as ADCs).

- Minion gold and exp can be gained by simply staying in range of the wave to a lesser degree, although if the minions take tower shots they will no longer give gold.

- Towers are heavily affected by penetration items.

Their mage gods (or AP based champions) can at full build have as low as 550 magical power (with no stacking items/more utility based items) or have as high as 900 with no consumables (also their dragon still works on a gold system)...though i guess since base spell dmgs are much higher that makes up for the difference.

My point is...when i do play a mage in SMITE, if i go for a stacking build with Doom Orb/Warlock's/Book of Thoth (Mejai/ROA/Seraph equivalents, also all 3 items gain stacks through minion kills) i feel the difference in dmg heavily...it makes me feel powerful and in LOL since the second AP mage item update i feel like that has been slowly slipping away (when BMB came as a feature, play AP mages with the Lost Chapter tree gave so much AP and made the some really heavy hitters. My major gripe was the reduction of AP to ROA...a stacking item should always give higher AP than a base one. Hell i wouldn't mind if they increase the stacking time to 15 minutes if i could end up with a larger AP pool to work off. Maybe they should work off reducing Deathcap's % passive (maybe to 25%), reduce the cost and increase item base AP across the board in order to peel back some of the reliance on Deathcap and make individual item purchases feel more powerful.