User blog comment:Degritone/Soe, the Slow Burn Mage/@comment-7709681-20150105012941/@comment-25364408-20150105031348

I should specify that the current health component is calculated per tick, like Liandry's and as intended. I also have no idea how you got such odd numbers, as it states in the details that any half-second interval counts as a full tick of damage, so the 6.5 second duration increase would technically be a 7 second increase. And even if it were halved, it wouldn't result in such insane decimals. I get what you mean, though, and can remove the duration cap removal.

Numbers are adjustable, but it's keeping the CC.

The slow is a flat amount rather than percentage on purpose, even with 1000 AP and max rank, it's only slowing for 72 movement speed, less than Ashe's max rank permaslow is against even the slowest targets, let alone targets with boots.

Stuff, stuff, stuff. Then how about this? Current tick damage = previous tick damage*1.05? It would allow better initial damage (say, 20 at rank 1) and still have roughly the same total damage without passive (191 to the current 183) and non insane amounts of damage with it, even without the cap. (432 without cap, 284 with cap)