(→Notes) |
m (→Patch History: replaced: {{pp2| → {{pp| (10)) |
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;[[V10.1]] |
;[[V10.1]] |
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− | * Cooldown for {{tip|melee}} champions reduced to {{ |
+ | * Cooldown for {{tip|melee}} champions reduced to {{pp|5;4.5;4 to 3|1;6;10 to 18 by 1|formula = 5 - 0.5 at level 6, 4.5 - 0.5 at level 10, then - 0.125 every level}} seconds from {{pp|7;6;5 to 3|1;6;10 to 18 by 1|formula = 7 - 1 at level 6, 6 - 1 at level 10, then - 0.25 every level}}. |
− | * Cooldown for {{tip|ranged}} champions reduced to {{ |
+ | * Cooldown for {{tip|ranged}} champions reduced to {{pp|9;8.5;8 to 7|1;6;10 to 18 by 1|formula = 9 - 0.5 at level 6, 8.5 - 0.5 at level 10, then - 0.125 every level}} seconds from {{pp|11;10;9 to 7|1;6;10 to 18 by 1|formula = 11 - 1 at level 6, 10 - 1 at level 10, then - 0.25 every level}}. |
;[[V9.24]] |
;[[V9.24]] |
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;[[V9.23#November 21st Hotfix|V9.23]] - November 21st Hotfix |
;[[V9.23#November 21st Hotfix|V9.23]] - November 21st Hotfix |
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− | * Cooldown for {{tip|melee}} champions reduced to {{ |
+ | * Cooldown for {{tip|melee}} champions reduced to {{pp|7;6;5 to 3|1;6;10 to 18 by 1|formula = 7 - 1 at level 6, 6 - 1 at level 10, then - 0.25 every level}} seconds from {{pp|8;7;6 to 4|1;6;10 to 18 by 1|formula = 8 - 1 at level 6, 7 - 1 at level 10, then - 0.25 every level}}. |
− | * Cooldown for {{tip|ranged}} champions reduced to {{ |
+ | * Cooldown for {{tip|ranged}} champions reduced to {{pp|11;10;9 to 7|1;6;10 to 18 by 1|formula = 11 - 1 at level 6, 10 - 1 at level 10, then - 0.25 every level}} seconds from {{pp|12;11;10 to 8|1;6;10 to 18 by 1|formula = 12 - 1 at level 6, 11 - 1 at level 10, then - 0.25 every level}}. |
;[[V9.23]] - Added |
;[[V9.23]] - Added |
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* [[File:Inspiration icon.png|20px|link=Inspiration]] [[Inspiration]] Keystone rune. |
* [[File:Inspiration icon.png|20px|link=Inspiration]] [[Inspiration]] Keystone rune. |
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** 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). |
** 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). |
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− | ** Gain a new keystone {{ |
+ | ** Gain a new keystone {{pp|8;7;6 to 4|1;6;10 to 18 by 1|formula = 8 - 1 at level 6, 7 - 1 at level 10, then - 0.25 every level}} seconds after using the last. (Increased to {{pp|12;11;10 to 8|1;6;10 to 18 by 1|formula = 12 - 1 at level 6, 11 - 1 at level 10, then - 0.25 every level}} seconds for {{tip|ranged}} champions). |
** Gain a new keystone while out of combat after 40 seconds of not using a keystone. |
** Gain a new keystone while out of combat after 40 seconds of not using a keystone. |
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** Your current keystone shows up to the right of your health bar. All ten players can see it. |
** Your current keystone shows up to the right of your health bar. All ten players can see it. |
Revision as of 21:17, 1 August 2020
Prototype: Omnistone is a rune in League of Legends.
Notes
- or cannot be gained as the first keystone.
- In Ultra Rapid Fire, Omnistone can still give , despite the substitution.
- PENDING FOR TEST: The attack speed buff is capped at double the base cap (5.00) ?
- Omnistone can still grant if the user has but has not been granted the boots yet.
"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:
- high health, further increased chance for melee champions. when the user and other enemy champions have
- low health and below level 9. if the user is
- low health enemy champions. when near
- low health enemy champions and building attack speed or attack damage. when near
- when not near enemy champions, and less likely to get it when in combat with nearby enemy champions.
- healing and shielding power and are near a low health ally who is in combat. if the user has
- active item with a slow that is off cooldown. if the user owns an
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 resist 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 - (+ 3.33% 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
- Removed: Can no longer gain or as its first Keystone.
- Bug Fix: Champions may no longer trigger several times in one rotation.
- Bug Fix: Omnistone-granted now has a proper cooldown regardless of when the user upgrades its boots.
- Cooldown for melee champions reduced to 5 − 3 (based on level) seconds from 7 − 3 (based on level).
- Cooldown for ranged champions reduced to 9 − 7 (based on level) seconds from 11 − 7 (based on level).
- 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 7 − 3 (based on level) seconds from 8 − 4 (based on level).
- Cooldown for ranged champions reduced to 11 − 7 (based on level) seconds from 12 − 8 (based on level).
- 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 8 − 4 (based on level) seconds after using the last. (Increased to 12 − 8 (based on level) 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.