User blog:Deshiba/Twitch - Tweaked

These are changes I'd like to see to our beloved, they are aimed to give more options. The True damage on his current are nice, but because it's true damage doesn't interact with masteries like  or items like  nor. Further more these changes are aimed at making AP Twitch a viable option again.

Changes
A change-log, patch-notes style with commentairy:

Deadly Venom
The raw damage is higher at 150 AP and 75 bonus AD when the opponent has no resistances. Any resistance versus penetration calculation expert could prove me wrong when I claim that the scaling is high enough for it to still out damage the current true damage, most of the time... The switch between magical and physical damage is to accommodate on-hit items like or
 * maximum stacks to 5 from 6.
 * damage to from
 * true damage to physical/magical damage based on the higher value between AP and Bonus AD.
 * damage scaling per stack

Ambush
A couple of bonus seconds of stealth to get that older Twitch feeling back on AP twitch.
 * stealth duration

Venom Cask
Now an actual damage ability in line with base damages and scaling seen in other marksmen such as and. But you trade in that early applying of Deadly Venom stacks to a late game doubling of said applied stacks. You get a lot and you loose some too.
 * slow to from
 * stacks applied to from 2 at all levels level.
 * the mana cost to from 50 at all levels.
 * magic damage

Expunge
Not actually a number nerf here, but more a result of the reduction of Deadly Venom stacks.
 * total damage to   From

Spray and Pray
This is mostly a win for AP Twitch since he now gets some scaling out of this too. AD Twitch would loose 3-20 bonus AD depending on his level and bonus AD with the loss of 20 calculated with having 0 Bonus AD. You could actually get more AD but then you'd have to take more risk by not building utility or defense at all. So to compensate that risk to get the same damage, I'd increase the range on the ult.
 * mana cost to 100 at all levels frm
 * and from
 * attack range bonus to 350 from 300.
 * missile range to 900 from 850.

Calculation
The damage calculations used to come to these scaling values came from the following items that you'd presumably at least build on the respective version of twitch. 450 bonus AP:, , and 230 bonus AD:, and Any value you might reach that go over these values will net you a lot more damage output then you would previously be doing, some skills require a lot less to do that already, but I left some space for the loss of True Damage to get overcompensated by scaling and on-hits

Feedback
So what do you think? Did my mind actually destroy the essence of the ? Would this iteration be too strong, too weak? And if so; tell me why, in the comments below!