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==={{ri|Dark Harvest}} Soul Bonuses=== |
==={{ri|Dark Harvest}} Soul Bonuses=== |
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{{anchor|Dark Harvest Soul Bonuses}} |
{{anchor|Dark Harvest Soul Bonuses}} |
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− | * The following '''Keystones''' have their stats enhanced based on the number of '''Dark Harvest''' stacks. Soul bonuses are relative to the damage per stack of {{ri|Dark Harvest}} per map, meaning it can be lower or higher depending on the mode.<ref>[https://old.reddit.com/r/leagueoflegends/comments/ejxz2d/i_deciphered_the_math_behind_omnistone/fd5eyeb/?context=3 Captain Gameplay on Ominstone Dark Harvest Scaling on ARAM]</ref> (The following are based on {{tip|Summoner's Rift}}, with Dark Harvest dealing {{tip|adaptive damage|5 damage}} per {{as|soul |
+ | * The following '''Keystones''' have their stats enhanced based on the number of '''Dark Harvest''' stacks. Soul bonuses are relative to the damage per stack of {{ri|Dark Harvest}} per map, meaning it can be lower or higher depending on the mode.<ref>[https://old.reddit.com/r/leagueoflegends/comments/ejxz2d/i_deciphered_the_math_behind_omnistone/fd5eyeb/?context=3 Captain Gameplay on Ominstone Dark Harvest Scaling on ARAM]</ref> (The following are based on {{tip|Summoner's Rift}}, with Dark Harvest dealing {{tip|adaptive damage|5 damage}} per {{as|soul}}): |
− | ** {{ri|Conqueror}} gains {{as|(+ 2.5% per Soul) |
+ | ** {{ri|Conqueror}} gains {{as|(+ 2.5% per Soul)}} more {{tip|adaptive force}} |
*** {{Pending for test}} Is this per stack? |
*** {{Pending for test}} Is this per stack? |
||
− | ** {{ri|Fleet Footwork}} gains {{as|(+ 5 per soul) |
+ | ** {{ri|Fleet Footwork}} gains {{as|(+ 5 per soul)}} {{tip|healing}} and {{as|(+ 5% per soul)}} {{as|'''bonus''' movement speed}} when activated. |
− | ** {{ri|Lethal Tempo}} gains {{as|(+ 5% per Soul) |
+ | ** {{ri|Lethal Tempo}} gains {{as|(+ 5% per Soul)}} {{as|'''bonus''' attack speed}} when activated. |
− | ** {{ri|Press the Attack}} gains {{as|(+ 10 per soul) |
+ | ** {{ri|Press the Attack}} gains {{as|(+ 10 per soul)}} {{tip|adaptive damage}} when activated. |
*** Notably, the damage from ''Exposed'' doesn't increase. |
*** Notably, the damage from ''Exposed'' doesn't increase. |
||
− | ** {{ri|Electrocute}} gains {{as|(+ 5 per soul) |
+ | ** {{ri|Electrocute}} gains {{as|(+ 5 per soul)}} {{tip|adaptive damage}} when activated. |
− | ** {{ri|Hail of Blades}} gains {{as|(+ 5% per soul) |
+ | ** {{ri|Hail of Blades}} gains {{as|(+ 5% per soul)}} {{as|'''bonus''' attack speed}} when activated. |
− | ** {{ri|Predator}} gains {{as|(+ 5 per soul) |
+ | ** {{ri|Predator}} gains {{as|(+ 5 per soul)}} {{tip|adaptive damage}}. |
*** Notably, no {{as|'''bonus''' movement speed}} is gained on activation. |
*** Notably, no {{as|'''bonus''' movement speed}} is gained on activation. |
||
− | ** {{ri|Arcane Comet}} gains {{as|(+ 5 per soul) |
+ | ** {{ri|Arcane Comet}} gains {{as|(+ 5 per soul)}} {{tip|adaptive damage}} when activated. |
− | ** {{ri|Phase Rush}} gains {{as|(+ 5% per Soul) |
+ | ** {{ri|Phase Rush}} gains {{as|(+ 5% per Soul)}} {{as|'''bonus''' movement speed}} and {{as|slow resistance}} when activated. |
− | ** {{ri|Summon Aery}} gains {{as|(+ 5 per soul) |
+ | ** {{ri|Summon Aery}} gains {{as|(+ 5 per soul)}} enemy {{tip|adaptive damage}} or ally {{tip|shielding}} when activated. |
− | ** {{ri|Aftershock}} gains {{as|(+ 2.5% per Soul) |
+ | ** {{ri|Aftershock}} gains {{as|(+ 2.5% per Soul)}} {{as|'''bonus''' armor}} and {{as|armor scaling}}, {{as|(+ 2.5% per Soul)}} {{as|'''bonus''' magic resistance}} and {{as|magic resistance scaling}}, and {{as|(+ 3.75 per Soul)}} more {{as|magic damage}}. |
*** {{Pending for test}} Does the resistance scaling increase additively or multiplicatively? |
*** {{Pending for test}} Does the resistance scaling increase additively or multiplicatively? |
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− | ** {{ri|Grasp of the Undying}} gains {{as|(+ 3.333334% per Soul) |
+ | ** {{ri|Grasp of the Undying}} gains {{as|(+ 3.333334% per Soul)}} healing and damage per empowered attack, and also, {{as|(+ 5% per Soul)}} {{as|maximum health}} per stack, including ones previously gained. |
− | ** {{ri|Glacial Augment}} gains {{as|(+ 2.5% per Soul) |
+ | ** {{ri|Glacial Augment}} gains {{as|(+ 2.5% per Soul)}} {{tip|slow}} effectiveness. |
== Trivia == |
== Trivia == |
Revision as of 17:09, 5 January 2020
Prototype: Omnistone is a rune in League of Legends.
Notes
"Smart" Keystone Chances
- "Smart" selection takes place before Omnistone rolls its table of Keystones; if an ideal situation is found it will have an 8-15% increased chance to roll the relevant Keystone if it is not currently removed from its table.[1]
- A specific Keystone will be given to the user under many circumstances fit for the gameplay scenario. The following have an increased chance to be given:
- when not near enemy champions, and less likely to get it when in combat with nearby enemy champions.
- low health enemy champions. when near
- low health enemy champions and building attack speed or attack damage. when near
- high health, further increased chance for melee champions. when the user and other enemy champions have
- active item with a slow that is off cooldown. if the user owns an
- low health and below Level 9. if the user is
- healing and shielding power and are near a low health ally who is in combat. if the user has
Soul Bonuses
- The following Keystones have their stats enhanced based on the number of Dark Harvest stacks. Soul bonuses are relative to the damage per stack of [2] (The following are based on Summoner's Rift, with Dark Harvest dealing 5 damage per soul):
- (+ 2.5% per Soul) more adaptive force
- PENDING FOR TEST: Is this per stack?
gains - (+ 5 per soul) healing and (+ 5% per soul) bonus movement speed when activated. gains
- (+ 5% per Soul) bonus attack speed when activated. gains
- (+ 10 per soul) adaptive damage when activated.
- Notably, the damage from Exposed doesn't increase.
gains - (+ 5 per soul) adaptive damage when activated. gains
- (+ 5% per soul) bonus attack speed when activated. gains
- (+ 5 per soul) adaptive damage.
- Notably, no bonus movement speed is gained on activation.
gains - (+ 5 per soul) adaptive damage when activated. gains
- (+ 5% per Soul) bonus movement speed and slow resistance when activated. gains
- (+ 5 per soul) enemy adaptive damage or ally shielding when activated. gains
- (+ 2.5% per Soul) bonus armor and armor scaling, (+ 2.5% per Soul) bonus magic resistance and magic resistance scaling, and (+ 3.75 per Soul) more magic damage.
- PENDING FOR TEST: Does the resistance scaling increase additively or multiplicatively?
gains - (+ 3.333334% per Soul) healing and damage per empowered attack, and also, (+ 5% per Soul) maximum health per stack, including ones previously gained. gains
- (+ 2.5% per Soul) slow effectiveness. gains
per map, meaning it can be lower or higher depending on the mode. - (+ 2.5% per Soul) more adaptive force
Trivia
- The name "Kaleidostone" was the placeholder for this rune during the removal of .
Media
Patch History
- Now displays how much damage it has dealt and how many buffs it has granted. Buffs include: attack speed, Haste, Vulnerable, Enrage, attack speed, Haste, Haste, shield, resistances, or slow.
- Increased chance to be given when not near enemy champions, and less likely to get it when in combat with nearby enemy champions.
- Increased chance to be given when near low health enemy champions.
- Increased chance to be given when near low health enemy champions and building attack speed or attack damage.
- Increased chance to be given melee champions. when both you and enemies have high health, further increased chance for
- Increased chance to be given if you are low health and below level 9.
- Increased chance to be given if you have a Glacial item off cooldown.
- Increased chance to be given when you have healing/shielding power and are near a low health ally who is in combat.
- V9.23 - November 21st Hotfix
- Cooldown for melee champions reduced to Template:Pp2 seconds from Template:Pp2.
- Cooldown for ranged champions reduced to Template:Pp2 seconds from Template:Pp2.
- V9.23 - Added
- Replaces .
- Inspiration Keystone rune.
- Periodically gain a single use of another random keystone. Once a keystone is rolled, it can't be rolled again until only three options are left, at which point the table resets (you won't get the keystone you just used, though).
- Gain a new keystone Template:Pp2 seconds after using the last. (Increased to Template:Pp2 seconds for ranged champions).
- Gain a new keystone while out of combat after 40 seconds of not using a keystone.
- Your current keystone shows up to the right of your health bar. All ten players can see it.
- souls persist after you get a different keystone and affect all your other keystones. health persists after you get a different keystone, too.
- Available Keystones: , , , , , , , , , , , , , and .
- is only available to champions who have already purchased boots. souls amplify the effects of all keystones. is only available to champions who have learned a basic spell that can trigger it.
- Does not re-roll if in-combat.
- Keystones cycle pseudo randomly - you cannot repeat a keystone for 5 rolls after it has been used.
- Entering the fountain will reroll your current keystone.