Talk:Second Wind/@comment-36002403-20181008110945/@comment-4091261-20181008135718

Don't be mistaken. Damage reduction is dependent on your already present, but it is subject to enormous rounding error which makes its effects seem weaker as you get more /.

The reality is, that the "tankiness" you get at with  is exactly the same as the tankiness you get when you have.

When thinking in terms of how many hits it would take to kill you. would effectively multiply your hitpoints by 120%. While would multiply your hitpoints by 115%.

is sustain. Don't make it complicated, just think of it as sustain. What it means is that its adding hitpoints that also happen to scale with. However, that itself is quite valuable on its own for many tanks.

Tanks like, , , and all lack an innate amount of sustain. So their hitpoints are limited to a value close to their pool. This is unacceptable, because tanks with sustain have the capability to double their pool with just how much they sustain in the midst of battle.

By giving these tanks the ability to have a solid level of sustain, they raise their hitpoints dramatically. Its to a point where it vastly overshadows the / gains that offers.

On the other hand, champions with massive innate sustain like and  would actually find great value in.

While it is possible to bolster a tiny bit with  and, the gains in tankiness are simply enormous with how the small bit of  and  from  would offer to their innate sustain and.

As tiny as it seems, it is boosting a potential 200% of your by a percentage with how much sustain you pump out. 15% from the of 200% HP is 30% EHP against. It overshadows when it reaches that much of a tankiness boost.

30% of your is 1500 HP you are getting. Divide that by your 20 HP/sec and you would need to be fighting for at least 75 seconds at extremely low health to get that much tankiness from.

Optimize the biggest thing you got. Don't add onto what you already have in excess. Multiply so you can get even more.