% health runes are not worth getting

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Seadawg

Senior Member

12-13-2011

Unless you are planning on getting 3.4kish health, and the health per level runes are better. The health per level seals give you 19.44 each, x9 that equals 174.96 health at level 18. The quints give 48.6 health at level 18. Three will give you 145.8 health at level 18. Together that is 320.76 (321) health at level 18.

health % runes for glyphs give 4.5% and quints give 4.5%. 9% would require at least

Quote:
3566 health.
to be as effective. You're welcome.


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Seadawg

Senior Member

12-13-2011

Bump for great math.


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1ring

Senior Member

12-13-2011

Was thinking about getting some, now I'm not. Thanks.


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ThanatosAUS

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Senior Member

12-13-2011

I think you mean seals not glyphs.


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Seadawg

Senior Member

12-13-2011

Quote:
Originally Posted by 1ring View Post
Was thinking about getting some, now I'm not. Thanks.
me too, and i figured i would see how useful they truly are


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Cazi

Member

12-13-2011

I think you mean Seals, right?

Seals
+5.35 HP flat
+1.08 hp/level (174.96HP @ 18)
+0.5% HP ( +5 HP per 1000 hp each glyph. @ 4000hp => +20 hp per glyph )

Yeah, to be ever better than the HP/Level runes, you'd have to hit 4000 HP IMO. And even then you're probably already level 18 and max geared. You probably would have benefited more from HP/Level.

To compare:
Annie's starts with HP = 424 at level 1, and goes to 500 at level 2.

@
Level 1: 424HP x 0.005 = +2.12 HP (exactly)
Level 2: 500 x 0.005 = +2.5HP

Fundamentally @ level 6,
Level 6: 804HP x 0.005 = +4.02HP
HP/Level Runes @ Level 6 = 1.08 x 6 = 6.48

Results?

> HP/Level seals are better than Flat HP seals by level 6.
> +HP% HP seals aren't better than flat HP seals til sometime after level 6.
> Thus, HP/Level runes > +% HP seals.

If you use a non-squishy like Allistar the 0.5% Seals provide:
Level 1 = 554 HP = +2.77 HP
Level 6 = 1063.41 HP = +5.31705 (Essentially equal to +HP flat Seals)

Early Game is epic fail with the 0.5% Runes. The only way you might have some success with them is if you bought HP Items first, which you won't do unless your tanking or buying Heart of Gold.
Heart of Gold = +250 hp, so
Level 6 Allistar = 1064 + 250HP = 1314 => 6.57 HP from 0.5% HP Seals. Not a lot! But, *slightly* better than HP/Level runes @ Level 6.
But, level 7 comes along and...

HP Level Runes @ 7 = 7.56
Alistar @ level 7 HP = 1165.29 (+250 Heart of Gold) = 1415.29 HP
Level 7 Alistar %HP Rune = 1415.29 x 0.005 = 7.07645

Oh look, % HP Runes dropped off again. And they're gonna stay that way unless you buy another +HP Item ASAP.


So-- On this point, I agree 100%. HP/Level > 0.5% HP Runes 95% of the time.

Quints
+26 HP
+1.5% HP ( +15 HP per 1000 Life, +45 HP @ 3000 Life each)
+2.7 HP/Level

% HP Quints wont pay out over flat ones until HP is greater than:
HP = (26 / 0.015) = ~1734

@ Level 6, 2.7 HP/Level Quints = 16.2 HP

Level 6 Allistar with Heart of Gold (+250HP) --
HP = 1064 + 250HP = 1314
+1.5% HP Quint => 19.71 HP from +1.5% Quints. In this case, they're better than HP Level Quints, but that is because you purchased Heart of Gold.

HP Level Quints @ 7 = 18.9
Alistar @ level 7 HP = 1165.29 (+250 Heart of Gold) = 1415.29 HP
Level 7 Alistar %HP Quint = 1415.29 x 0.015 = +21.22935 HP
Level 7 Alistar %HP Quint w/o +HP Items = 1165.29 x 0.015 = +17.47935 HP

By this time, Level 7 +1.5% HP Quint is still better than HP/Level.

I think it's fair to say +1.5% HP Quints outshine HP/Level Quints if you plan on purchasing ANY +HP Item early game.

This means: early game your not getting much benefit. Late game you do. The Quints are far more worth it for their value late game. Especially for tanks late-game. But, if your not a tank, don't buy them as they'll suck for you compared to HP/Level ones!

It's exactly like that for many runes (such as +AP or +AP/Level Glyphs)


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KDjinn

Senior Member

12-13-2011

These runes are designed for your early game not late game. The % HP increase will give you significantly more health pre lvl 10 than the hp/lvl runes while granting you less late game on a champ with a reasonable health pool, but still more than flat health runes.


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Seadawg

Senior Member

12-13-2011

Quote:
Originally Posted by Cazi View Post
I think you mean Seals, right?

Seals
+19.44 hp/level (174.96HP @ 18)
+0.05% HP ( +5 HP per 1000 hp each glyph. @ 4000hp => +20 hp per glyph )

Yeah, to be ever better than the HP/Level runes, you'd have to hit 4000 HP IMO. And even then you're probably already level 18 and max geared. You probably would have benefited more from HP/Level.

On this point, I agree 100%

Quints
+26 HP
+1.5% HP ( +15 HP per 1000 Life, +45 HP @ 3000 Life each)

% HP Quints wont pay out until HP is greater than:
HP = (26 / 0.015) = ~1734

This means: early game your not getting much benefit. Late game you do. The Quints seem far more worth it for their value. Especially for tanks late-game.

It's exactly like that for many runes (such as +AP or +AP/Level Glyphs)
A couple things:

1. Thank you, I edited my post.
2. The seals themselves give .5% each, not .05%
3. I'm Talking HP per level quintessences, not Flat. This changes your end argument a bit.


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BobbSaget

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Senior Member

12-13-2011

Thinking about it and realized.

The flat hp quints are better early game and the hp/level quints are better late game.

But the percent health quints are better than the hp/level early game and better than flat hp quints late game.

So they're a middle ground. Stronger than per level early game, stronger than flat late game. I don't see an issue.


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Hugs From Momma

Senior Member

12-13-2011

Or you could just do:

321 / .09 = 3566 health.


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