Talk:Yorick/@comment-33209978-20170929122037/@comment-28977071-20171003111912

I think that the texttip wouldn't eliminate the superfluency either. That superfluency thing was actually the reason why I was only contemplating about such modification.

My rough idea was more about something like an interactive/dynamic property of the fliptext to be generically able to generate 'total scaling' of any "AA enhancement" ability from its 'bonus scaling'. But that requires more work with the template itself.

Yes, there are some expectations about reader's minimum intelligence requirements, but there are also things like convenience. And differently smart people see a derivable information to be superfluous to a different extent. E.g. one'd be perfectly fine without the levelselect thing, the format 'base (+growth)' is perfectly sufficient without any need for dynamic interaction. Yet here it is, for convenience. Although a swift calculation of a stat with quadratic scaling requires more wits than adding 100%, it still is just about the amount of smartness.

On the other hand, duplication of underlying data themselves makes things impractical for sake of keeping the data up-to-date (e.g. all the copies of ability descriptions in other articles require simultaneous updates). Hence I only like the idea of multiform data presentation, but a single data source.

P.S.: The equation 'total damage = 100% AD +bonus damage' only holds true for autoattack-enhancing abilities, therefore the conversion isn't entirely implicit.