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Old 03-12-2010, 09:03 AM   #1
Sgt Failure
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Default [Remake] Geminate Attacks (Testmap Added)


Weaver is crrently one of the mostly underplayed heroes in the game, and the reason is a hardcoded bugging geminate attack. This needs a fix.


Geminate Collapse
Whenever causing damage to an enemy, the Weaver will call upon a copy of the future self to attack the enemy, causing damage. This clone cannot steal health, but can trigger any chance on hit abilites. Damage is physical. Activating Ultimate will reset all counters. Unable to activate against buildings and magic immune units.

Level 1 - Instantly triggers an attack on the enemy, causing 55 Damage. Have 2 Charges.
Level 2 - Instantly triggers an attack on the enemy, causing 70 Damage. Have 3 Charges.
Level 3 - Instantly triggers an attack on the enemy, causing 85 Damage. Have 4 Charges.
Level 4 - Instantly triggers an attack on the enemy, causing 100 Damage. Have 5 Charges.

How this works
Whenever the Nerubian Weaver causes damage an attack will be fired from an illusion like copy at the weavers current position, damaging the enemy, and having a chance to trigger any on hit effects. Will not trigger of damage from radiance, or sukuchi damage on creeps. When all five charges are gone, the ability remains inactive until atleast 1 charge recharges. This ability will not work if the weaver is silenced.
If the Weaver activates ultimate, all cooldowns will finsish directly.

Why is this needed
Weaver is currently a rather boring hero to play, and geminate attack is rather useless when having high attackspeed or chance on hit. This will make him a viable Agility Carry, relying on attackspeed, and causing extreme damage within a few seconds after initiating. The Ulti part can be removed.

Charges works as this: (Imagine level 4 Ability and a Weaver with sukuchi at least level 1 and 1 attack per second. No items or buffs etc.)

If charges have shared cooldowns (Only 1 can recharge at a time)

TimeCharge 1Charge 2Charge 3Charge 4Charge 5Events
0ReadyReadyReadyReadyReadyInitiates with sukuchi
1ReadyReadyReadyReadyReadyRuns through enemy crepwave, Geminate doesn't trigger
2ReadyReadyReadyReadyReadyRuns over open terrain, enemy hero tries to flee
3TriggeringReadyReadyReadyReadyCatches up with enemy hero, releasing one geminte charge, causing Damage to the enemy hero. 1 Charge goes into cooldown.
46 Seconds cooldownTriggeringReadyReadyReadyAttacks the enemy hero, triggering 1 charge. Sukuchi have 5 seconds on cooldown left.
55 Seconds cooldownWaiting for Charge 1TriggeringReadyReadyAttacks again, triggering another charge. Sukuchi have 4 seconds on cooldown left.
64 Seconds cooldownWaiting for Charge 1Waiting for Charge 1+2ReadyReadyRuns to a better position to enemy. Sukuchi have 3 seconds left of cooldown.
73 Seconds cooldownWaiting for Charge 1Waiting for Charge 1+2TriggeringReadyAttacks again, triggering another charge. Sukuchi have 2 seconds left on cooldown.
82 Seconds cooldownWaiting for Charge 1Waiting for Charge 1+2Waiting for Charge 1+2+3ReadyMoves to catch up with enemy.
91 Seconds cooldownWaiting for Charge 1Waiting for Charge 1+2Waiting for Charge 1+2+3TriggeringAttacks again, triggering charge 5. Enemy begins to flee with low health left,
10Ready5 Seconds cooldownWaiting for Charge 2Waiting for Charge 2+3Waiting for Charge 2+3+4Moves to catch up, charge 2 begins to cooldown. Sukuchi is ready
11Triggering4 Second cooldownWaiting for Charge 2Waiting for Charge 2+3Waiting for Charge 2+3+4Casts sukuchi, running through the enemy, triggering charge 1, who got finished cooldown. Enemy dies. Profit.

If charges have individual cooldowns (All can cooldown at the same time)(Cooldown increased to 8
)

TimeCharge 1Charge 2Charge 3Charge 4Charge 5Events
0ReadyReadyReadyReadyReadyInitiates with sukuchi
1ReadyReadyReadyReadyReadyRuns through enemy crepwave, Geminate doesn't trigger
2ReadyReadyReadyReadyReadyRuns over open terrain, enemy hero tries to flee
3TriggeringReadyReadyReadyReadyCatches up with enemy hero, releasing one geminte charge, causing Damage to the enemy hero. Charge 1 goes into cooldown.
47 Seconds cooldownTriggeringReadyReadyReadyAttacks the enemy hero, triggering Charge 2. Sukuchi have 5 seconds on cooldown left.
56 Seconds cooldown7 Seconds cooldownTriggeringReadyReadyAttacks again, triggering Charge 3. Sukuchi have 4 seconds on cooldown left.
65 Seconds cooldown6 Seconds cooldown7 Seconds cooldownReadyReadyRuns to a better position to enemy. Sukuchi have 3 seconds left of cooldown.
74 Seconds cooldown5 Seconds cooldown6 Seconds cooldownTriggeringReadyAttacks again, triggering Charge 4. Sukuchi have 2 seconds left on cooldown.
83 Seconds cooldown4 Seconds cooldown5 Seconds cooldown7 Seconds cooldownReadyKeeps moving towards the enemy
92 Seconds cooldown3 Seconds cooldown4 Seconds cooldown6 Seconds cooldownTriggeringAttacks again, triggering Charge 5. Sukuchi have 1 second left on cooldown
101 Second cooldown2 Seconds cooldown3 Seconds cooldown5 Seconds cooldown7 Seconds CooldownAttacks again, but no charge triggers. Enemy runs low on health and sukuchi is ready
11Triggering1 Second cooldown2 Seconds cooldown5 Seconds cooldown6 Seconds CooldownCasts sukuchi, running through the enemy, triggering Charge 1, who just got finished with cooldown. Enemy dies. Profit.


As you see, the second choice is for following target and having long combats. The first is for burst damage, as you can quickly move on to next target. First is a bit weaker.


Testmap is V 1 and a Charge system is present at the moment.
Please try it and leave a comment!
Attached Files
File Type: w3x Geminate_Test_Map.w3x (62.0 KB, 82 views)
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Last edited by Sgt Failure; 03-16-2010 at 08:25 PM. Reason: Testmap
Old 03-12-2010, 09:25 AM   #2
kanzakill
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Default Re: [Remake] Geminate Attacks

Awesome suggestion. But the Ulti overkill should be removed.
One problem though, does this skill work on tower? Just imagining scares me
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Old 03-12-2010, 10:38 AM   #3
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Default Re: [Remake] Geminate Attacks

Thanks for the reply. Added that it doesn't work on buildings, and now it also have another effect for ultimate.
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Old 03-12-2010, 10:50 AM   #4
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Default Re: [Remake] Geminate Attacks

Huh, the damage type is Pure?
70 x 5 oh my
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Old 03-12-2010, 11:45 AM   #5
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Default Re: [Remake] Geminate Attacks

Quote:
Originally Posted by kanzakill View Post
Huh, the damage type is Pure?
70 x 5 oh my
350 Damage with around 30 seconds cooldown

Omni have 360 heal and damage with 16 seconds

I think that Weaver should be rather strong earlygame, and not that ubercarry lategame, but number can always change
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Old 03-12-2010, 08:21 PM   #6
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Default Re: [Remake] Geminate Attacks

Sorry for the mindless bumpo, but i added testmap v0.1
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Old 03-17-2010, 02:14 PM   #7
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Testmap fully working , give this a shot please people!
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Old 03-17-2010, 03:05 PM   #8
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Default Re: [Remake] Geminate Attacks (Testmap Added)

why do you want to change weaver to make him an early game hero? geminate along with his ultimate scales him into late game while shukuchi is used to harass and escape.
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Old 03-17-2010, 10:20 PM   #9
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Default Re: [Remake] Geminate Attacks (Testmap Added)

I think that this will rather buff his lategame instead of nerfing it. Imaging this guy (Now ORBS are viable!) with desolator, reducing a fragile nukers armor to 0, and therefore in the matter of second causing 500 bonus pure damage! I think this secures his role as a heavy nuke killer, after all he have silence, an ultimate that negates fast damage and an windwalk. This way, he become a feared assasain, and that blue effect on the creepwave will finally mean fear for all enemies!
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Old 03-17-2010, 10:23 PM   #10
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Default Re: [Remake] Geminate Attacks (Testmap Added)

t-upped it in other thread, so t-upping it here
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Old 03-18-2010, 12:08 AM   #11
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Default Re: [Remake] Geminate Attacks (Testmap Added)

T-downing this to the core of the earth. Weaver is fine as is, she's a fragile hero, but has an obscene escape mechanism. T-down.
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Old 03-18-2010, 04:29 PM   #12
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Quote:
Originally Posted by Leotfatu View Post
T-downing this to the core of the earth. Weaver is fine as is, she's a fragile hero, but has an obscene escape mechanism. T-down.
The Nerubian Weaver counters his own weakness of being extremely fragile


OT: I like the idea of the remake a lot I just think that the numbers are a little bit over the top. T-Up from me for the concept though.
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Old 03-18-2010, 05:08 PM   #13
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Used the testmap. Gotta say the concept is great.

However are the copies based on illusions? Bcoz IMO it would be better if the illusions would deal a percentage of NE's own physical damage (like 25% as an example). 5 charges would be a total of 125% bonus damage. Not bad since Shukuchi is spammable anyway. Also it's no longer an orb effect.
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Old 03-19-2010, 01:16 PM   #14
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Quote:
Originally Posted by Aotz View Post
Quote:
Originally Posted by Leotfatu View Post
T-downing this to the core of the earth. Weaver is fine as is, she's a fragile hero, but has an obscene escape mechanism. T-down.
The Nerubian Weaver counters his own weakness of being extremely fragile


OT: I like the idea of the remake a lot I just think that the numbers are a little bit over the top. T-Up from me for the concept though.
Thanks for the reply and T-up. Idk about numbers, is he supposed to be mid-carry or superlate carry?
Quote:
Originally Posted by teStud0 View Post
Used the testmap. Gotta say the concept is great.

However are the copies based on illusions? Bcoz IMO it would be better if the illusions would deal a percentage of NE's own physical damage (like 25% as an example). 5 charges would be a total of 125% bonus damage. Not bad since Shukuchi is spammable anyway. Also it's no longer an orb effect.
They are not based of illusions, and also here is the same question: Late or Mid. Against carries or caster?
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Old 03-19-2010, 01:53 PM   #15
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Cp6uja_'s implemented suggestion Geminate Attack workability of tower will be lose.

null vote on this.
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Old 03-19-2010, 02:08 PM   #16
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Default Re: [Remake] Geminate Attacks (Testmap Added)

I tried to the test map to fully understand the ability.
I must say, I do like it the remake.
As long as he will be able to use orbs, this is a big plus to his power. I can imagine if he will be comparable to Clinkz's burst damage with this remake.

T-up for concept

I do wonder if this will remake his late game more powerful because it is running by a cooldown and more attack speed will make it use the charges faster and using the ultimate to refill those charges is a big fat risk.
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Old 03-19-2010, 11:12 PM   #17
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Here it is... my first vid btw (XD)
If the audio doesn't work, or is something that does not fit at all blame WMG.... god i hate those w******
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Last edited by Amoe; 03-19-2010 at 11:28 PM.
Old 03-20-2010, 10:20 PM   #18
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Thanks
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Old 03-21-2010, 06:47 AM   #19
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Default Re: [Remake] Geminate Attacks (Testmap Added)

how about making his attack like viper strike

charges it 5 times and shoot!
bullet clings on to victim doing 2.5 or 3 times the damage

kind of goes with the story of germinating

edit: i mostly played NW and what i like about it is its slow missile speed along with germinate attack

what actually happens is with 450 attack range if u manage to shoot 1 bullet at a target and germinates activated when enemy hero is out of range the 2nd bullet will follow it. thus giving it a very nice unexpected kill
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Last edited by doel89; 03-21-2010 at 06:49 AM.
Old 03-21-2010, 10:51 AM   #20
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Default Re: [Remake] Geminate Attacks (Testmap Added)

Hell this rocks its uber t-up i love this... fits his ulti and succhini (hope its right spelled) harass rocks more.
T-down for % dmg
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