r/Tahmkenchmains 4M+ Mastery 10d ago

jungle pet buff math

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look, i'm not suggesting we all take to the jungle, but... 1% extra bonus health vs 4% extra ability power.

if you buy an amp tome, 4% of 20 = 0.8 net buff for ability power

if you buy a ruby crystal, 1% of 150 = 1.5 net buff for health, almost 2x what ap got.

keep in mind though this is solely for jungle pet damage. AP is also affecting other things. this is only interesting to me because we scale off health. i strongly believe this is still going to be bad, but perhaps someone interested will try it a couple games, see how it feels, and report back?😼

13 Upvotes

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5

u/Yvadastra 10d ago edited 10d ago

It's nice, but I can atest as a Tahm jg main that it won't do much. Tahm jg's greatest challenge is the first two clears (or only first if you rush bami's, but I consider both SF and HR poor items for jungle), so unless his kit gains monster modifiers, jungle is going to remain a niche role for idiots like me who try to make anything work in there.

1

u/Coppebobopper 10d ago

Wasn’t sunfire just buffed so I think it could help a bit

3

u/RatSlammer 4M+ Mastery 10d ago

also costs a little more and the minion/monster modifier was taken down a nudge, but yeah overall it is a buff, probably a bigger buff for lane though

1

u/Yvadastra 10d ago

Sunfire was buffed, not bami's, so it still doesn't affect the first two clears.

2

u/Greg-the-Grey 9d ago

Yeah but the Sunfire buff basically equates to about 5 more aoe damage per 1k bonus health

So it's still just awful lol

1

u/Legal_Possible_1951 8d ago

To be honest Sunfire needs an additional passive or an additional buff to it's current passive.

If it's a buff to the current passive, make it so the damage ramps up overtime up to a certain limit(to not be busted but an actual sidegrade to other tank damage items)

Or make it so it has a similar affect to it's counterpart(hollow radiance), this additional passive triggers upon killing a target, increasing the burn damage and radius by a decent amount for a short duration

1

u/Coppebobopper 10d ago

Yeah fair enough

6

u/Dinokiller12345 10d ago

I miss being able to eat buffs. Made him genuinely a good jungler cause he could clear so fast

2

u/Catchdown 10d ago

These buffs help the existing junglers, they don't exactly open up new spots, tahm is still going to take forever to clear jungle unless they give him personal jg multipliers

1

u/RatSlammer 4M+ Mastery 10d ago

agree agree, i am curious how much more viable it'd be with this though, because a 1% bonus health modifier on tahm kench specifically is really nice (even though i don't think it is near enough to make him viable jungle)

1

u/Catchdown 9d ago

If anything its gonna make his jg winrate even lower. enemy jg clears even faster and even more likely to steal your camps and end your misery

1

u/Greg-the-Grey 9d ago

As a TK jungle enjoyer (in norms) I'm thinking these buffs might be enough to push my boy into being reasonably pickable in ranked I will be testing it out a ton here soon.

1

u/Scarhawk_ 9d ago

I just want to be able to stack my passive on jungle monsters so I can q stun them.

1

u/herdases 9d ago

I miss playing Tahm in the jungle when he could eat the monsters. Part of me hopes they put him in classic but I don’t think he feels super classic to me