|
|
#1 |
Member
|
|
|
|
| Last edited by Cheaterhater; 08-05-2011 at 01:08 PM. | |
|
|
#2 |
Member
Join Date: Sep 2009
Posts: 298
|
Great idea, this item is underused, it needs something that makes it more likeable.
__________________
|
|
|
|
#3 |
Member
Join Date: Jul 2009
Posts: 81
|
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 ;-) |
|
|
|
#4 |
Member
|
it can be done if dota has a proper damage detection system (checks misses)
__________________
|
|
|
|
#5 | |
Member
|
Quote:
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.
__________________
Review my suggestions:
|
|
|
|
|
#6 |
Member
Join Date: Sep 2009
Posts: 1,734
|
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 |
|
|
|
#7 | |
Member
|
Quote:
__________________
Review my suggestions:
|
|
|
|
|
#8 |
Member
|
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 |
|
|
|
#9 | |
Member
Join Date: Sep 2009
Location: Philippines
Posts: 7,764
|
Quote:
OT: |
|
|
|
|
#10 |
Member
Join Date: Jun 2009
Location: Jakarta, Indonesia
Posts: 326
|
Definitely
__________________
|
|
|
| Last edited by Jackalist; 05-19-2010 at 02:08 PM. | |
|
|
#11 |
Member
|
I hate chain lightning so I T-up this.
__________________
We do not sow.
|
|
|
|
#12 |
Member
|
Thanks to all the T-Ups, and: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.
__________________
Review my suggestions:
|
|
|
|
#13 |
Member
|
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 |
|
|
|
#14 |
Member
Join Date: Feb 2010
Posts: 54
|
t-up
|
|
|
|
#15 |
Member
Join Date: Jun 2009
Posts: 195
|
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 ... |
|
|
|
#17 | |
Member
Join Date: Jul 2009
Location: Kraków, Poland
Posts: 4,126
|
Quote:
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. |
|
|
||
| Last edited by Cáno; 05-05-2010 at 11:07 AM. | ||
|
|
#18 | |
Member
|
Quote:
OT: Nice idea. Definite T-UP.
__________________
|
|
|
|
|
#19 |
Member
Join Date: Jun 2009
Location: New Zealand
Posts: 923
|
great change. i like it
|
|
|
|
#20 |
Member
|
HUGE T-UP. I have always wanted to do this xD.
__________________
|
|