Bugfix Resolved stack gain per cast instance for effects such as Conqueror.
Bug Fix / New Effect: The start of the leap is now considered a basic attack, leaping only when the attack timer is off
cooldown, placing the attack timer on
cooldown, and triggering all on-attack effects (i.e. Navori Flickerblade, Lethal Tempo, Energized). 1 As a consequence, a standard sight radius around his start location is now revealed for the enemy team at the start of the leap.
The end of the leap now triggers all other effects, including damage and triggering
on-hit effects. Tiamat and upgrades' Cleave now triggers on the leap attack hitting.
[Undocumented] If the basic attack timer is reset mid-leap (i.e via Savagery), the reset is no longer ignored by the next basic attack after the leap, as per V8.5 behaviour.
[Undocumented] No longer incurs the attack with no effect if the target dies or becomes untargetable mid-leap (effectively, Savagery is no longer consumed in this case).
Bugfix No longer sometimes fails to grant Ferocity from leaps in close range.
Bugfix Increased cast radius of the hit's cast to 25000 (essentially, infinite) from 1000. This also amends situations where his leap would deal no damage to the Nexus when leaping at maximum range, since the distance to its center is longer than 1000 units away.
Bugfix Improved pathing logic to avoid cases where Rengar's leap end does not place him across terrain to his target when the target is next to terrain at the start of the leap.
[Undocumented] Ferocity
cooldown condition is now combat instead of simply dealing or taking damage. This causes the duration to: Trigger from DoT and proc damage effects.
No longer trigger from effects that generally do not trigger combat, such as dealing damage against plants or wards (Blast Cone displacement will still trigger it).
[Undocumented]
Cooldown is no longer special cased to always trigger at the start of the leap. Undocumented / Bug: A 0.6-second delay before gaining the leap buff may now be present.
Undocumented / Bug: Starting the leap, but not landing the attack, will now result in immediatelly losing all Ferocity stacks.
Undocumented / Bug: While the Ferocity timer is not running, if the leap attack misses or is dodged, a permanent Ferocity stack is now granted until after the timer triggers and has refreshed.
Undocumented / Bug: While out of combat, if abilities are used one after the other, only the first will count towards the 1-second Ferocity timer, no longer refreshing from subsequent casts.
Undocumented / Bug: Generating a Ferocity stack before the stack expiration timer completes, and subsequently triggering the timer, will no longer prevent the stacks from immediatelly expiring.