The amplified damage works on any damage source (i.e. physical, magical, mix, or pure). It may look like underpowered at first but I consider this to be his only --potentially burst damage-- nuke from his skill set (probably the only). Even if a level 1 Arcane Barrage at 25 total Int deals almost a minute amount of damage but you also have to consider the potency of the debuff that deals magic damage equal to the accumulated extra damage from any damage source within 5 seconds. Much like Orchid Malevolence w/o the silence stuff. I may reduce some numbers here and there, particularly on the amplified damage part.
The casting time for Energy Blast is removed or turned to instant when Clearcasting is at level 3. Though this sure is mana intensive but this skill sets-up a combo for Arcane Barrage, considering that he only has 2 nukes without any disables.
I dont intend to give this hero something to disable the opponent (stun, slow, silence, etc.) because I designed him to be more of a DPS/spammer kind. Since Mystic Eye is somewhat unstable right now, I might consider the possibility of doing so. As for the ultimate, I removed the passive mana regen and I think I am happy with it right now, thanks for the suggestion though.
Does the amplified damage from the missiles apply after each missile apply? Yes they do. I admit that Mystic Eye right now is somewhat unstable. I will probably change it some time soon but the INT gain won't be removed.
I will and am trying to nerf and tweak somethings here and there and hopefully I can come up with a more balanced hero idea. Thanks for dropping by.
Thanks for you commendations, I appreciate that.
The amplified damage isnt really that overpowered, it only last for a short time and the amplified damage is dealt at the end of the duration as magic damage (Heroes have innate magical resistance). Numbers may be nerfed to balance it out. As for Energy Blast, the first instance deals initial damage but whenever it is cast in succession (i.e, casting Energy Blast X times in a row) and as long as the 'special' debuff duration doesnt run out---damage and mana cost of Energy Blast is incremented (with a special case to Arcane Barrage).
As for the Mystic Eye, it is somewhat unstable right now and is on the verge of being revamped but still with the INT boost. Thank you for your suggestion for the ultimate, Ive taken it into consideration since it is more logical than what I have come up. Spell-spamming is what I am after when I thought up of this hero
As for the Energy Blast-Mystic Eye-Arcane Barrage combo, yeah it does seem powerful but only at the right conditions (not to mention the accumulated mana cost for that combo). Plus, he only has 2 nukes, one being less potent but beneficial (Energy Blast). And dont forget that this deals magic damage, magic damage is reduced by magic resistance--heroes have innate magic resistance, not to mention the items that offers to bulk up your magic resistance.
But to contrast things with other existing skills in dota.
Let's take Ogre Magi for example: at level 11, assuming a level 2 Multicast and level 4 Fireblast--- potential damage for Fireblast is around 275, 550, or 775 magic damage, not to mention the stun.
Arcanist at level11: assuming 60 total int, level 4 Arcane Barrage, level 4 Energy Blast (casted 4 times prior to casting Arcane Barrage), and level 3 Mystic Eye (take note that we skip Clearcasting for Mystic Eye)--- potential damage for Arcane Barrage is around 450, that is if you can keep up with Mystic Eye And Energy Blast mana cost otherwise it will only deal 200 damage paired with Mystic Eye or 400 damage paired with 4 instances of level 4 Energy Blast.
Though I have to admit, the potentiality of Arcane Barrage combo is great if paired with the right set of items and as the game progresses. As for the Mystic Eye, it will have to undergo some changes since it is unstable right now (as I have said among other posters).
As for the story, you are more than welcome to try, just PM or post it here if you feel like contributing. Credits will be in order.