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Old 07-21-2009, 11:42 AM   #1
kanzakill
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Default [Remake] Counter Helix



Right now in Sugg subforum there's a little war between people who don't like chance-based skills and people who are conservative

So, I, the well known hypocrite kanzakill, shall end this meanless fighting to protect the forum's peace

Well I will go with Counter Helix first:
--------------------------------------------------
Current skill:
Axe - DotA Hero Details

Current problem:
Too much chance-dependent = randomness

Proposal:
Counter Helix

Mogul Kahn counters some blows made to him dealing damage to all nearby enemy units.

* Ability Type: Passive
* Targeting Type: None
* Ability Hotkey: X

Numbers (important things here guys )
Cooldown - no changes
Area of Effect - no changes
Allowed Targets - no changes
Effects - BIG change:
+ Counter Helix (CH) start with 0% chance to proc
+ 1st hit: 4%
+ 2nd hit: 9%
+ 3rd hit: 15%
+ 4th hit: 22%
+ 5th hit: 30%
+ 6th hit: 39%
+ 7th hit: 49%
+ 8th hit: 60%
+ 9th hit: 72%
+ 10th hit: 85%
+ 11th hit: 100%
+ Chance reset to 0 after skill procs
+ After 20 seconds not being hit, counter resets to 0 hits. (Thanks to HELLRAISER)
Damage - no changes

The overall chances are 44%
The chance of the first 5 hits are 16%


Reasons:
+ When no one has hit him yet, he's not pissed. The more he gets hit, the more pissed he gets (,the more chances skill procs). And then when he successfully lets out a counter attack, he feels satisfied and no more pissed
+ Makes the skill less chance-based while not turning it into turn-based


Notes (important too):
+Chance for skill to proc at 1st hit may be changed to 10% if you think the number is too small.

Additional suggestion:
I think the damage of Counter Helix should be changed to ((Axe's average attack power)+(20 x time(s) Axe has been hit since the last time skill procs))

Even more additional suggestions:
1st
+ Counter Helix (CH) start with x% chance to proc.
+ For every 1% of max health Axe loses, increase chances by x(from 5 to 10 choosing).
+ Chance is reduced to half after skill procs.
2nd
+ Counter Helix has 30% chance to proc
+ Axe must be attacked at least once before skill procs
+ Skill procs when Axe attacks an enemy
3rd
+ Counter Helix (CH) start with 0% chance to proc.
+ For every 1.25 damage Axe receives, increase chances by 1.
+ Chances is reset after skill procs.


Thoughts people?
Attached Files
File Type: w3x Counter Helix.w3x (20.1 KB, 26 views)
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Last edited by kanzakill; 12-23-2009 at 03:19 PM.
Old 07-21-2009, 12:06 PM   #2
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Default Re: [Remake] Counter Helix

Hmm... At first when I saw "counter helix remake" I thought some noob who got owned by axe would whine about it being overpowered... But this is actually good, and the percentages work the same way as critical if im not mistaken. Because critical is also a higher chance every attack you dont make one, so I think this should work the same way. no more "wtf 20 attacks 0 spin" or "omg 10x spin in 5 second fucking hacks" T-up! =D
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Old 07-21-2009, 12:09 PM   #3
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Default Re: [Remake] Counter Helix

that wont make 17% but its similar to the PRD of the warcraft 3 engine, just u dont know how the number work, neither do i but thats not 17%, t-up for CONCEPT of PRD
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Old 07-21-2009, 12:11 PM   #4
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Default Re: [Remake] Counter Helix

Once again kanzakill have saved the day...T-Up .. i like it
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Old 07-21-2009, 12:21 PM   #5
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Default Re: [Remake] Counter Helix

TUp for concept, some other guy on this forum already made a suggestion similar to this, but he made it a bit better and easier imo.
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Old 07-21-2009, 12:46 PM   #6
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by JJE92 View Post
TUp for concept, some other guy on this forum already made a suggestion similar to this, but he made it a bit better and easier imo.
What is that man? I'm pretty sure that I used search function before posting this suggestion (experience from the Viper cosmetic suggestion)

Anyway I still feel that it lacks something. Any ideas guys?

EDIT: added a condition:
When in cooldown, hits don't count since it will(may) cause 100% spin after cooldown.
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Old 07-21-2009, 12:54 PM   #7
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by JJE92 View Post
TUp for concept, some other guy on this forum already made a suggestion similar to this, but he made it a bit better and easier imo.
My PRD suggestion is similar to this but implemented differently. How the PRD comes about is not important, the important thing is that PRD is implemented, in any way which IceFrog would see most beneficial to gameplay.
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Old 07-21-2009, 01:01 PM   #8
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by Pengwyn View Post
My PRD suggestion is similar to this but implemented differently. How the PRD comes about is not important, the important thing is that PRD is implemented, in any way which IceFrog would see most beneficial to gameplay.
So it was you ^^

Yep, i agree
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Old 07-21-2009, 01:17 PM   #9
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Default Re: [Remake] Counter Helix

This is actually rather efficient a solution. However, this might cause other stuff- like damage and cooldown- to have to be tweaked.
T-Up for concept!
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Old 07-21-2009, 01:24 PM   #10
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by Zack1996 View Post
This is actually rather efficient a solution. However, this might cause other stuff- like damage and cooldown- to have to be tweaked.
T-Up for concept!
Almost 100% suggestions (not cosmetic and stories) got numbers tweaked before getting implemented man

And by the way, I suck at numbers. And my mom told me not to play with knife

Numbers job should be done by professionals, not me.
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Old 07-21-2009, 01:46 PM   #11
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Default Re: [Remake] Counter Helix

nah hes fine as he is you just need to remake battle hunger and hes good
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Old 07-21-2009, 02:40 PM   #12
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by KenpachiSlardar View Post
nah hes fine as he is you just need to remake battle hunger and hes good
Will consider about it later. Right now, as an weaponry nerd, I will aim for the nearest target
Next target may be stuns

Hey guys, ever thought of giving Axe a ballet dress upon learning Counter Helix?
Joke ends here.

Additional suggestion:
This one has the same things as the current except effects.
+ Counter Helix (CH) start with 0% chance to proc.
+ For every 2 damage Axe receives, increase chances by 1.
+ Chances is reset to 0 after skill procs.

Guys, please tell me which is better, the one in OP or this
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Last edited by kanzakill; 07-22-2009 at 12:37 PM.
Old 07-21-2009, 02:51 PM   #13
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Default Re: [Remake] Counter Helix

Not bad, but nothing should really ever be 100%

However, it synergizes better and gets rid of the "randomness" aspect of this, so many times ive engaged a half health axe just to get tripple countered in seconds and end up dying.

T-UP!
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Old 07-21-2009, 02:52 PM   #14
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Default Re: [Remake] Counter Helix

this might be kind of a nerf on earlier levels :/

i still like it.
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Old 07-21-2009, 03:38 PM   #15
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Default Re: [Remake] Counter Helix

I have to agree with your new chance system especially that it suits up the inconsistent trigger of Counter Helix in the long run. Though this could also heighten Axe's overall damage per second since the Counter Helix can be triggered at better rate than the previous.
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Old 07-21-2009, 04:49 PM   #16
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Default Re: [Remake] Counter Helix

I hate randomness, but I think Hunger needs remake first, not this . . .
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Old 07-21-2009, 08:32 PM   #17
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Default Re: [Remake] Counter Helix

I think Counter Helix is balanced and OK. Damage, chance, how it works in game -> all is fine.
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Old 07-21-2009, 09:58 PM   #18
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Default Re: [Remake] Counter Helix

Doesnt the current Counter Helix work with PRNG already?
If thats the case, which im pretty sure of, then your suggestion is redundant. (might even turn out its a buff to the chance^^)
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Last edited by gh0un; 07-21-2009 at 10:01 PM.
Old 07-21-2009, 11:22 PM   #19
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by gh0un View Post
Doesnt the current Counter Helix work with PRNG already?
If thats the case, which im pretty sure of, then your suggestion is redundant. (might even turn out its a buff to the chance^^)
Only built in abilities use PRD, triggered effects such as counter helix, greater bash and backtrack are all complete chance.
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Old 07-21-2009, 11:51 PM   #20
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Default Re: [Remake] Counter Helix

Quote:
Originally Posted by gh0un View Post
Doesnt the current Counter Helix work with PRNG already?
If thats the case, which im pretty sure of, then your suggestion is redundant. (might even turn out its a buff to the chance^^)
As Pengwyn stated above, only built-in abilities (evasion, critical strike, ...) have PRD.

Triggered chance-based skills work like this:
Quote:
Roll a (completely) random number between from 1 to 100
x=rolled out number
If x>y/x</x=y (examples, I mean if x satisfy the condition(s)), skill procs
That's it. No PRD for you

And that is what gave Axe his randomness
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Last edited by kanzakill; 07-22-2009 at 01:02 AM.
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