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Old 08-30-2009, 07:56 PM   #1
HELLRAISER
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Default [ITEM] Cape of Heroism


Introduction
This is mend to be a early item mainly but it can be used for addition damage later on too. I haven't thought of an upgrade for this item, but someone else may come up with an idea in the future

Name: Cape of Heroism


Gives:
+5str
+5agi
+2 hp regen
Active skill
Sacrifice:
Upon activation you lose 25HP per sec while it increase your magic resistance by 5% per sec for 5seconds
Once the duration is over(5seconds) a buff is placed on the Hero for 8econds which increase your magic resistance by 25%(5%x5sec), increase your hp regeneration by +4 and enhance your next auto-attack with 280physical dmg. If you have item or skilll that grants critical chance, this item's skill can crit


You can't die by the skill.

Cost: 1050
Duration: 5seconds, 8seconds the buff being active
Mana Cost: 0
Cooldown: 30seconds

+ + + =

Further explanations on the Cape
When you have 20hp left the item cancels, and you gain the effects till that point, which means if you had "channel" it for 4seconds out of 5 u will get= (4*5)20% magic resistance 240 damage and +4regen. The 4hp regen will always work if you get at 20hp, as long as you manage to "channel" it for 1 second min.

Credits
N/A

Changelog
Changed Cape of Heroism as follow:
-From 4 agi+ 4 str to 5agi+5str
-Added Ring of regeneration to recipe and added +3hp regen to Cape
-Change duration the buff needs to set in from 10seconds to 5seconds
-Increased damage from 250 to 300
-Increased Hp lose from 1% current hp +5hp per sec to 1%+18hp per sec
-Changed Magic resistance gain from 2% per sec to 5% per sec
-Decreased dmg from 300 to 280
-Changed Cooldown from 30 to 25seconds
*-Lower permanent Hp regeneration from 3 to 2
*-Increased Buff duration from 5sec to 8seconds and added an additional effect to the placed buff of +4regeneration.(+2permenately and +4 while the buff is on)
-Increased Cooldown from 25 to 30seconds again.
-If you have item or skilll that grants critical chance, this item's skill can crit
*-Change damage from 1%+18hp to 25Hp
*-Increase damage from 280 to 300
(*)Is latest update

REMOVED ALTERNATIVE:
Sacrificial Dagger

Gives:
+4str
+4agi
Active skill
Sacrifice:
Upon activation you lose 1% of your current Hp+5hp per sec while it increase you magic resistance by 2% per sec.
Once the duration is over a buff is placed on the Hero for 5econds which increase your magic resistance by 20%(2%x10sec) and enhance your next auto-attack with 250physical dmg.


You can't by the skill.

Cost: 600
Duration: 10seconds.
Mana Cost: 0
Cooldown: 30seconds


-This goes in combination with this suggested item: http://www.playdota.com/forums/16430...lity-its-best/
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

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Last edited by HELLRAISER; 08-15-2010 at 12:52 PM.
Old 08-30-2009, 11:44 PM   #2
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Default Re: [ITEM] Sacrificial Dagger/Cape of Heroism

I don't know if this is really a necessary item or not because planewalker's cloak it self already give 15% magic resistance. 5 bonus magic resist with such cost is unneeded in my opinion...

I'll postpone my review for now...
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Old 08-31-2009, 01:09 AM   #3
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Default Re: [ITEM] Cape of Heroism

I changed it, alto it was giving extra 5% magic resistance and a nice mini nuke.
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

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Old 08-31-2009, 01:18 AM   #4
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Default Re: [ITEM] Cape of Heroism

Quote:
Originally Posted by HELLRAISER View Post
I changed it, alto it was giving extra 5% magic resistance and a nice mini nuke.
300 isn't mini --a. 150 is fine. Magic resist should be around 40%...
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Old 08-31-2009, 01:33 AM   #5
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Default Re: [ITEM] Cape of Heroism

Its physical dmg, its reduced by the armor, also you pay HP to cast it. btw it had the dmg before but at 250.
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Old 08-31-2009, 01:37 AM   #6
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Default Re: [ITEM] Cape of Heroism

Instead of talking about numbers you should be telling us how this item adds depth to DotA gameplay and why we need it.
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Old 08-31-2009, 01:46 AM   #7
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Default Re: [ITEM] Cape of Heroism

Yeah, sure. Well as i have mentioned to my other suggestions, I have been looking for ways to minimize the gap of Skill based vs Stat Based Heroes.

1)Skill based are overpowered early while they are weaklings late.
2)Stat Based are weaklings early and GODLIKE late game.

At 1st part of the issue, i Suggest this: http://www.playdota.com/forums/16430...lity-its-best/ which will help Skill based Heroes to be more effective late game

This particular(Cape of Heroism) suggestion address the 2nd part of the issue. Weak early game heroes. With this item, heroes with extra hp, and no real nuke can use their own Hp to dmg the Skill based heroes, saving their mana for their skills.
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Old 08-31-2009, 02:59 AM   #8
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Default Re: [ITEM] Cape of Heroism

You mean this item especially to counter heavy caster at late? We have pipe already..
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Old 08-31-2009, 03:03 AM   #9
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Default Re: [ITEM] Cape of Heroism

No i mean at early. Late game caster counters are not really neded as we already have as you said pipe for the AoE dmg block and single target. Casters are weakling anyway late game. Early game they are overpowered, thus this suggestion.
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Old 08-31-2009, 03:13 AM   #10
windowlicka
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Default Re: [ITEM] Cape of Heroism

Quote:
Originally Posted by HELLRAISER View Post
No i mean at early. Late game caster counters are not really neded as we already have as you said pipe for the AoE dmg block and single target. Casters are weakling anyway late game. Early game they are overpowered, thus this suggestion.
I don't really see how this is that useful early game. Losing that amount of HP for an incremental rate of spell resistance makes it kind of hard to use (e.g. when to use it) and could possibly cause more harm than good in most cases, especially during the time of early game, when nukers are more conservative about using mana.

In fact, it may even be better to keep the Planeswalker's Cloak since it provides better mitigation in the long run, although that may not be the case in certain scenarios. The usefulness of the item is pretty limited, since it only works under perfect conditions.
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Old 08-31-2009, 04:45 AM   #11
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Default Re: [ITEM] Cape of Heroism

True, but the extra damage provides the bearer with nuke using his hp instead his mana. The hp lost vs the dmg cost is almost triple early(3x more dmg) making it worth it, not mentioning that the dmg you take is over time while the damage you do is instant. Also provides some needed early stats, hp regen and a nice magic resistance so he is not easy target for casters while using it.

The 1% current hp loss will never make the damage you take equal to ur damage caused unless you have 4000hp and you are max health at the moment which means u can afford to lose life. Even at that occasion look at it as Double edged of Centaur, only much better as you a gain nice magic resistance too.

If anyone dont feel adequate player to use it, then he should not and try something "easy". His minor difficulty of execution is a factor i countered in to balance it at first place. If anyone think needs tweaking pls suggest.
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Last edited by HELLRAISER; 08-31-2009 at 05:27 AM.
Old 08-31-2009, 09:59 PM   #12
Maya
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Default Re: [ITEM] Cape of Heroism

Having done the mathcraft, look what it shows:
You pay the following HP (seconds), assuming you have 1000 life:
1) 25 hp for 5% resist. That saves you from 15 damage from a 300 damage nuke.
2) 50 hp for 10% resist. Saves you from 30 damage.
3) 74 hp for 15% resist. Saves you from 45 damage.
4) 98 hp for 20% resist. Saves you from 60 damage.
5) 122 hp for 25% resist. Saves you from 75 damage.
The results are calculated per second, counting the bonus regeneration from the item. Hmm, doesn't really help if you get nuked once. And won't help at all if you don't get nuked. Yes, the bonus damage is nice, in fact you pay 122 hp for 280 extra damage, which means 0.44 hp per damage, while Armlet is 0.46 if you're a STR hero. OK, useless stuff. I don't know, maybe it's a good item. Right now, I'm very tired and can't think besides maths so I can't imagine it in-game.
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Old 08-31-2009, 10:25 PM   #13
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Default Re: [ITEM] Cape of Heroism

Thnx for the mathcraft, it looks pretty ok to me, since it have 1/3 of armlet cost and is concentrated dmg instead of damage over time boost that the armlet offers, but i guess i can re-change the dmg to 290(or 300) and change the hp loss to 1% + 16, will think about it a bit first.

A note: You mathcraft assumes no hp missing, this can be activated mid battle and u get less hp lost for the extra dmg. Also if you have 1000 life, means u are tankish at that early lvls, and if the enemy have 300nuke usually he is int based, which means you can survive more dmg by default cause of more hp and you get a cheap nuke that ur opponent can't really handle on his low hp.
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Last edited by HELLRAISER; 08-31-2009 at 10:34 PM.
Old 08-31-2009, 10:26 PM   #14
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Default Re: [ITEM] Cape of Heroism

Don't like this very much, it's very gimmicky.
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Old 08-31-2009, 10:41 PM   #15
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Default Re: [ITEM] Cape of Heroism

Quote:
Originally Posted by kingcomrade View Post
Don't like this very much, it's very gimmicky.
Well already explained it at this topic

Quote:
Originally Posted by HELLRAISER
Yeah, sure. Well as i have mentioned to my other suggestions, I have been looking for ways to minimize the gap of Skill based vs Stat Based Heroes.

1)Skill based are overpowered early while they are weaklings late.
2)Stat Based are weaklings early and GODLIKE late game.

At 1st part of the issue, i Suggest this: http://www.playdota.com/forums/16430...lity-its-best/ which will help Skill based Heroes to be more effective late game

This particular(Cape of Heroism) suggestion address the 2nd part of the issue. Weak early game heroes. With this item, heroes with extra hp, and no real nuke can use their own Hp to dmg the Skill based heroes, saving their mana for their skills.
but if you still feel unsatisfied about the explanation i got an article here: http://www.playdota.com/forums/21484...heroes-future/ that you can read about.
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
  Reply With Quote
Last edited by HELLRAISER; 08-31-2009 at 11:37 PM.
Old 09-04-2009, 04:08 PM   #16
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Default Re: [ITEM] Cape of Heroism

*UPDATE*
*-Lower permanent Hp regeneration from 3 to 2.
*-Increased Buff duration from 5sec to 8seconds and added an additional effect to the placed buff of +4regeneration.(+2permenately and +4 while the buff is on)
*-Increased Cooldown from 25 to 30seconds again.
(*)Is latest update
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
  Reply With Quote
Old 09-05-2009, 08:42 AM   #17
Maya
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Default Re: [ITEM] Cape of Heroism

Here are the calculations you asked for.
Let's assume a maximum HP of 800, full HP.

1) Damage: 20 | Resist: 5% (saves 15 damage from a standard 300 damage nuke)
2) Damage: 40 | Resist: 10% (saves 30 damage from a standard 300 damage nuke)
3) Damage: 59 | Resist: 15% (saves 45 damage from a standard 300 damage nuke)
4) Damage: 78 | Resist: 20% (saves 60 damage from a standard 300 damage nuke)
5) Damage: 98 | Resist: 25% (saves 75 damage from a standard 300 damage nuke)
6) Damage: 117 | Resist: 25% (saves 75 damage from a standard 300 damage nuke)
7) Damage: 136 | Resist: 25% (saves 75 damage from a standard 300 damage nuke)
8) Damage: 155 | Resist: 25% (saves 75 damage from a standard 300 damage nuke)
This happens if you stand still and then charge in with the buff.

Here's the formula for you to do the math yourself, simulating various conditions:
Damage = (Current Health) * 0.99 + 12
HP Left = (Current Health) - Damage
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Last edited by Maya; 09-07-2009 at 09:45 AM.
Old 09-06-2009, 04:38 AM   #18
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Default Re: [ITEM] Cape of Heroism

Hmm i think you didn't see the change on the buff, which now also gives you +4 Hp for 8seconds duration +the magic resistance.
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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Old 09-06-2009, 07:22 AM   #19
Maya
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Default Re: [ITEM] Cape of Heroism

Obviously, 2 + 4 = 6 hp regen and 18 - 6 = 12 hp degen. Something else?
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Old 09-07-2009, 05:20 AM   #20
HELLRAISER
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Default Re: [ITEM] Cape of Heroism

I see, but magic resistance only goes up to 25% anyway it should look like that but with less magic resistance
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Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
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