Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 05-01-2010, 10:43 AM   #1
Cheaterhater
Member
 
Cheaterhater's Avatar
 
Join Date: Sep 2009
Location: GetUnitLoc(udg_Cheaterhater)
Posts: 1,630
Blog Entries: 3
Cheaterhater is offline

Default [Buff] Maelstrom & Mjollnir


Hi there,

most people say that Chain Lightning (provided by Maelstrom & Mjollnir) was the most useless orb effect, and in most cases, other orbs like Feedback, Corruption and especially Lifesteal are better alternatives, and I totally agree with this.

So, I had the following idea of buffing these items: Make them stackable.


General Mechanics And Coding

Maelstrom and Mjollnir will not provide any orb effect by themselves anymore; instead, they should be coded like Cranium Basher.
This means that for each attack, you have a 20% chance that an orb effect which provides a 100% chance to release a 150 damage (Maelstrom) or 200 damage (Mjollnir) chain lightning would be added to your hero (another possibility, which doesn't have the typical Orb of Slow bugs, would be to use an Orb of Corruption based ability, check for the buff on the target and then release a Chain Lightning). This means that they are only orb effects on proc, but don't override any orb effect/buff placer in attacks where they don't proc.
This chance should be calculated for each Maelstrom/Mjollnir you have, and since only one of them can proc, the chances would stack diminishingly, which means that with two Maelstroms, your chance to release a Chain Lightning would be 36%. This is comparable to Critical Strikes on ranged heroes. Those don't have any interactions as long as they don't proc. If they proc, however, they are considered buff placers and therefore won't stack with other buff placers. Maelstrom and Mjollnir would behave the same, with addition that they are also orb effects on proc, but on proc only.

Stacking With Other Orb Effects

However, the point is not to stack multiple Chain Lightnings, the point is that you can stack it with other orb effects (except Lifesteal and some hero orb effects, which override all other orb effects). Since the new Chain Lightning orb effect would be a skill that is added for each attack, it would always be regarded as the last aquired orb effect and therefore override the following orb effects on proc:
  • Incapacitating Bite
  • Entangle (Spirit Bear)
  • Feedback and Mana Break
  • Geminate Attack
  • Cold Attack (ranged, not sure about melee)
  • Corruption
Examples Of Usage

For example, you could buy Mjollnir for Anti-Mage then. It would provide him insane attack speed and he would still burn mana except for 20% of his attacks in which he would release a chain lightning. This would increase his overall damage output. Of course he would burn 20% less mana than without Mjollnir, but I think that 70% IAS outweigh it.
Maelstrom/Mjollnir would then of course be an item of choice for all heroes who need both attack speed and an orb effect, for example Rikimaru (Diffusal Blade + Mjollnir, greatly increased Backstab damage).

It's definitely codeable and would give Maelstrom/Mjollnir a large potential.

Additional Change

As I implied at the beginning of my post, I suggest to restore the old values for Maelstrom Mjollnir (20% chance for 150/200 damage instead of 25% for 120/160) to make stacking (with other orb effects) more effective, but numbers should not be part of my suggestion and can still be discussed.

Special Mention: Luna

As the orb effect wouldn't be an ability of the item itself anymore, but would be added to the hero on proc, the trigger could check if the hero is Luna and, if so, doesn't add the Chain Lightning ability to her. This way, she could still attack (although she couldn't use the orb effect either).


So, comments anyone? Or is anything not clear?
  Reply With Quote
Last edited by Cheaterhater; 08-05-2011 at 01:08 PM.
Old 05-01-2010, 02:05 PM   #2
Padsoldier
Member
 
Join Date: Sep 2009
Posts: 298
Padsoldier is offline
Default Re: [Buff] Maelstrom & Mjollnir

Great idea, this item is underused, it needs something that makes it more likeable.
__________________
  Reply With Quote
Old 05-01-2010, 03:42 PM   #3
Kumpel
Member
 
Join Date: Jul 2009
Posts: 81
Kumpel is offline
Default Re: [Buff] Maelstrom & Mjollnir

sounds fine to me, but i doubt it's codeable.

The orb-effect system is out of ladder wc3, and it's stacking and overwriting rules are either.

the only way to changing these rules was to rewrite the entire orb-effect system, which cannot be done since there is no function to call of eiter an attack misses or not, resulting in e.g. incinerate triggering either the attack hits or misses, rendering evasion and blind way nerfed and useless to escape slow orbs.

now the only way to make a s&y maim or mjonlnir lightning as a %chance orb effect is by using ladder orb of slow template, which unfortuately got a very low orb-priority.

so far ;-)
  Reply With Quote
Old 05-01-2010, 03:52 PM   #4
leMONQUakE
Member
 
leMONQUakE's Avatar
 
Join Date: Jul 2009
Location: Quake HQ, Davao City
Posts: 1,372
Send a message via Yahoo to leMONQUakE Send a message via Skype™ to leMONQUakE
leMONQUakE is offline
Default Re: [Buff] Maelstrom & Mjollnir

it can be done if dota has a proper damage detection system (checks misses)
  Reply With Quote
Old 05-01-2010, 04:10 PM   #5
Cheaterhater
Member
 
Cheaterhater's Avatar
 
Join Date: Sep 2009
Location: GetUnitLoc(udg_Cheaterhater)
Posts: 1,630
Blog Entries: 3
Cheaterhater is offline
Default Re: [Buff] Maelstrom & Mjollnir

Quote:
Originally Posted by Kumpel View Post
The orb-effect system is out of ladder wc3, and it's stacking and overwriting rules are either.

the only way to changing these rules was to rewrite the entire orb-effect system, which cannot be done since there is no function to call of eiter an attack misses or not, resulting in e.g. incinerate triggering either the attack hits or misses, rendering evasion and blind way nerfed and useless to escape slow orbs.

now the only way to make a s&y maim or mjonlnir lightning as a %chance orb effect is by using ladder orb of slow template, which unfortuately got a very low orb-priority.
As far as I know, when you have two orb effects with the same base priority, the one last acquired will override the other. Am I wrong? The Orb Effect Stacking Table says I'm not. Of course this Chain Lightning would be overriden by the orb effects it has been overriden by in the past (e. g. Lifesteal and Incinerate), but it would override all orb effects that it used to override, including other orb of slow based abilites, since this chain lightning orb would be added before an attack starts and therefore after you acquired item orb effects (except you start your attack and then get an item, but it's really uncommon).
So I still think it's codeable and though it doesn't work with lifesteal, it works with Feedback and Corruption and therefore, it is a buff.
__________________
  Reply With Quote
Old 05-01-2010, 04:49 PM   #6
doomed2die
Member
 
doomed2die's Avatar
 
Join Date: Sep 2009
Posts: 1,734
doomed2die is offline
Default Re: [Buff] Maelstrom & Mjollnir

The codability can simply be done through a series of triggers. Roll for chance every attack (based on crit, bash, etc.) When chance occurs, deals +0 damage AND auto-casts chain lightning on opponent,being an orb for that singular attack. or make it proc the next attack.
__________________
Please check out my suggestions; especially if I checked yours

Originality: What is it? Why do I need it? How do I make something original?
BB Codes: The guide
  Reply With Quote
Old 05-01-2010, 05:02 PM   #7
Cheaterhater
Member
 
Cheaterhater's Avatar
 
Join Date: Sep 2009
Location: GetUnitLoc(udg_Cheaterhater)
Posts: 1,630
Blog Entries: 3
Cheaterhater is offline
Default Re: [Buff] Maelstrom & Mjollnir

Quote:
Originally Posted by doomed2die View Post
The codability can simply be done through a series of triggers. Roll for chance every attack (based on crit, bash, etc.) When chance occurs, deals +0 damage AND auto-casts chain lightning on opponent,being an orb for that singular attack. or make it proc the next attack.
This solution would not make it a true orb effect, only a buff placer on ranged units. What I had in mind is that it should work similar to Cranium Basher (which adds a 100% chance bash to your attack when the chance is met), but instead it would add an orb of slow based, 100% chance chain lightning to your attack. This would work and would considered a real only orb effect by the game, but only "on proc" (when the chance is met).
__________________
  Reply With Quote
Old 05-01-2010, 11:13 PM   #8
BorisPeace-
Member
 
BorisPeace-'s Avatar
 
Join Date: Jun 2009
Location: GetUnitLoc(udg_Boris)
Posts: 2,163
Blog Entries: 2
BorisPeace- is offline
Default Re: [Buff] Maelstrom & Mjollnir

Why not just create a dummy unit on the hero position and have it cast Chain Lightning on the attacked unit o.O

Anyway T-Up on the sugg.
__________________
85th out of 719461
-----------------------------------------------
Turkish Gaming Center @www.gamehonor.com
  Reply With Quote
Old 05-02-2010, 01:46 AM   #9
dominator02
Member
 
dominator02's Avatar
 
Join Date: Sep 2009
Location: Philippines
Posts: 7,764
dominator02 is offline
Default Re: [Buff] Maelstrom & Mjollnir

Quote:
Originally Posted by Cheaterhater View Post
Hi there,

most people say that Chain Lightning (provided by Maelstrom & Mjollnir) was the most useless orb effect
nope,Sange and SnY's Maim is the category of useless orb effect as people/forumers QQ.

OT:
__________________


  Reply With Quote
Old 05-02-2010, 02:11 AM   #10
Jackalist
Member
 
Jackalist's Avatar
 
Join Date: Jun 2009
Location: Jakarta, Indonesia
Posts: 326
Jackalist is offline
Default Re: [Buff] Maelstrom & Mjollnir

Definitely I love those orb effect on aspd heroes, but every time i must use non aspd heroes i become more and more miss them both so much. Now i hope this suggestion can change the way Maelstrom and Mjollnir being judged by people today. Maybe S&Y are useless, but the MS bonus is give make it popular on some specified heroes. It's not underused, it's just un popular -,-
__________________
I don't know why, but i love Juggernaut http://www.playdota.com/forums/signaturepics/sigpic8649_1.gif

6.68 secret!

I just can't stop loving her..
  Reply With Quote
Last edited by Jackalist; 05-19-2010 at 02:08 PM.
Old 05-02-2010, 02:22 AM   #11
SuperSheep
Member
 
SuperSheep's Avatar
 
Join Date: Sep 2009
Location: The Sky
Posts: 2,914
Guide Writer Award 
SuperSheep is offline
Default Re: [Buff] Maelstrom & Mjollnir

I hate chain lightning so I T-up this.
__________________
We do not sow.
  Reply With Quote
Old 05-02-2010, 11:20 AM   #12
Cheaterhater
Member
 
Cheaterhater's Avatar
 
Join Date: Sep 2009
Location: GetUnitLoc(udg_Cheaterhater)
Posts: 1,630
Blog Entries: 3
Cheaterhater is offline
Default Re: [Buff] Maelstrom & Mjollnir

Thanks to all the T-Ups, and:
Quote:
Originally Posted by BorisPeace View Post
Why not just create a dummy unit on the hero position and have it cast Chain Lightning on the attacked unit o.O
It was just to keep the "only one effect per attack" system by making Chain Lightning an orb effect on proc. Creating a dummy unit that casts Chain Lightning would be just as simple, but would allow you to proc multiple effects on one attack (Chain Lightning + an orb effect) and would also affect spell block (except you make the dummy unit an ally of the attacked unit, but this would result in "suicides"), while the solution to code it similar to Cranium Basher would not have this spell block issue and would also not allow you to proc both Chain Lightning and another orb effect on one attack, but you could still use other orb effects in the attacks in which Chain Lighting does not proc.
__________________
  Reply With Quote
Old 05-02-2010, 03:34 PM   #13
BorisPeace-
Member
 
BorisPeace-'s Avatar
 
Join Date: Jun 2009
Location: GetUnitLoc(udg_Boris)
Posts: 2,163
Blog Entries: 2
BorisPeace- is offline
Default Re: [Buff] Maelstrom & Mjollnir

Ok, I just thought using both effects on attack would be fine (like Lifesteal & Chain Lightning).

Spell Block isn't an issue o.O
__________________
85th out of 719461
-----------------------------------------------
Turkish Gaming Center @www.gamehonor.com
  Reply With Quote
Old 05-02-2010, 03:58 PM   #14
dogbiter
Member
 
Join Date: Feb 2010
Posts: 54
dogbiter is offline
Default Re: [Buff] Maelstrom & Mjollnir

t-up
  Reply With Quote
Old 05-03-2010, 09:36 AM   #15
Shinig4mi
Member
 
Shinig4mi's Avatar
 
Join Date: Jun 2009
Posts: 195
Shinig4mi is offline
Default Re: [Buff] Maelstrom & Mjollnir

from my side t-up.

but i asked the same thing half a year ago too. why are %-based effects orb effects?.

and the most of them said -> this will be imba ...
  Reply With Quote
Old 05-04-2010, 02:01 PM   #16
darewin
Member
 
darewin's Avatar
 
Join Date: Sep 2009
Location: Philippines
Posts: 5,424
Blog Entries: 7
darewin is offline
Default Re: [Buff] Maelstrom & Mjollnir

The orb is meant more for farming than hero kills. It is also fairly strong early game. just add more bounces
  Reply With Quote
Old 05-04-2010, 10:57 PM   #17
Cáno
Member
 
Cáno's Avatar
 
Join Date: Jul 2009
Location: Kraków, Poland
Posts: 4,126
Cáno is offline
Default Re: [Buff] Maelstrom & Mjollnir

Quote:
This means: Maelstrom and Mjollnir will not provide any orb effect by themselves anymore, it should be coded like Cranium Basher instead, which means that for each attack, you have a 20% chance that an orb effect which provides a 100% chance to release a 150 damage (Maelstrom) or 200 damage (Mjollnir) chain lightning would be added to your hero. This means that they are only orb effects on proc, but don't override any orb effect/buff placer in attacks where they don't proc.
A better way to code this would be adding Corruption (as it stacks exactly like Orb of Slow) just to provide the buff then create a dumy unit to cast Chain Lightning. This is because even if Orb of Slow based spell has 100% chance to proc it will never proc if you don't issue attack command.
You could also use some Buff Placer instead of Corruption to make it stack with Orb Effects but that would significantly affect balance.

Edit: Note that you won't be able to use PRD if you code it like that. Why is this important? For example there is 17.8% chance that you have a serie of 6 attacks without procing. PRD makes it way more smoother.
  Reply With Quote
Last edited by Cáno; 05-05-2010 at 11:07 AM.
Old 05-05-2010, 05:00 PM   #18
googleson78
Member
 
googleson78's Avatar
 
Join Date: Sep 2009
Location: Right Behind You
Posts: 1,805
Blog Entries: 1
googleson78 is offline
Default Re: [Buff] Maelstrom & Mjollnir

Quote:
Originally Posted by Kumpel View Post
sounds fine to me, but i doubt it's codeable.

The orb-effect system is out of ladder wc3, and it's stacking and overwriting rules are either.

the only way to changing these rules was to rewrite the entire orb-effect system, which cannot be done since there is no function to call of eiter an attack misses or not, resulting in e.g. incinerate triggering either the attack hits or misses, rendering evasion and blind way nerfed and useless to escape slow orbs.

now the only way to make a s&y maim or mjonlnir lightning as a %chance orb effect is by using ladder orb of slow template, which unfortuately got a very low orb-priority.

so far ;-)
Read main post again for coding and also check up hiveworkshop.com. There is an orb stacking system there.
OT:
Nice idea. Definite T-UP.
__________________


Credits go to Raxet.
  Reply With Quote
Old 05-05-2010, 10:09 PM   #19
Crossing
Member
 
Crossing's Avatar
 
Join Date: Jun 2009
Location: New Zealand
Posts: 923
Crossing is offline
Default Re: [Buff] Maelstrom & Mjollnir

great change. i like it
  Reply With Quote
Old 05-17-2010, 06:44 PM   #20
Wurmple
Member
 
Wurmple's Avatar
 
Join Date: Jun 2009
Location: Somewhere over the rainbow
Posts: 1,663
Blog Entries: 3
Send a message via MSN to Wurmple Send a message via Skype™ to Wurmple
Wurmple is offline
Default Re: [Buff] Maelstrom & Mjollnir

HUGE T-UP. I have always wanted to do this xD.
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Remakes


Forum Jump

Thread Tools