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Old 07-27-2010, 06:04 PM   #1
Megas
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Default [Remake] Healing Ward --> Nirvana


Why this change?

Healing Ward is a counter-productive skill, since Yurnero has low mana pool... And early game it's regen is useless... So i'm changing this skill to increase his Carry ability

Nirvana - (Active)
__________
__________
Ability Type: Active
Targeting Type: Self
Ability Hotkey: R
Yurnero enters in a state of omniscience, boosting his body and mind powers. When used, Yurnero will quicly respond to damage and all types of regenaration will be boosted.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110025SelfN/A5sWhile this skill is active all attacks has 20% to be countered for 100% of the damage received and any heal and mana regen is increased by 100%.
210025SelfN/A5sWhile this skill is active all attacks has 30% to be countered for 100% of the damage received and any heal and mana regen is increased by 100%.
310025SelfN/A5sWhile this skill is active all attacks has 40% to be countered for 100% of the damage received and any heal and mana regen is increased by 100%.
410025SelfN/A5sWhile this skill is active all attacks has 50% to be countered for 100% of the damage received and any heal and mana regen is increased by 100%


Notes:
• Healing boosted is both mana and hp regen
• Direct heals like Meka/Nature Attendents are doubled too.
• Regen itens are doubled
• Any attack is counterable, only the damage, not orb effects.
• Only work during the time it's active
• Lifesteal is doubled too
• Still take normal damage
• Only counters attacks

Quote:
When used, Yurnero will glow... During this time, any incoming attack will be countered by the same damaged. Heals such HP regen/MP regen are boosted by 100%. So if he is healed by 150 during this state. He will be healed by 300.
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Last edited by Megas; 08-11-2010 at 05:27 PM. Reason: Now the damage is deal based on the attackes damage, not Yurnero's
Old 07-27-2010, 07:25 PM   #2
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Default Re: [Remake] Healing Ward --> Nirvana

Interesting concept, but way to strong.
Either scale the duration or the damage block, not both.

T-up on concept, t-down on scaling.
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Old 07-27-2010, 07:38 PM   #3
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by BiH-Kira View Post
Interesting concept, but way to strong.
Either scale the duration or the damage block, not both.

T-up on concept, t-down on scaling.
There's no damage block! He takes the full damage... But counters with a % of his attack damage! But I will rework the balance!
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Old 07-27-2010, 07:59 PM   #4
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Default Re: [Remake] Healing Ward --> Nirvana

Check for codeability.I am fairly certain this can't properly be done.
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Old 07-27-2010, 08:09 PM   #5
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Default Re: [Remake] Healing Ward --> Nirvana

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Originally Posted by Unnamed_ View Post
Check for codeability.I am fairly certain this can't properly be done.
Why it can't be code ? The counter part or the healing part ?

For the counter, I think if we add a dummy unit that gives only him a torns aura based on his damage...

And the healing... Just add a 100% trigger healing based on heal...

I don't know how coding work... But maybe it can be done!
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Old 07-27-2010, 09:31 PM   #6
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Default Re: [Remake] Healing Ward --> Nirvana

Probably the counter part. There's no assured way as far as I know to count the damage dealt by a person with items, etc.

For the healing, yeah do a triggered evasion based on any time his health goes up, up it again.
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Old 07-27-2010, 10:13 PM   #7
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by doomed2die View Post
Probably the counter part. There's no assured way as far as I know to count the damage dealt by a person with items, etc.

For the healing, yeah do a triggered evasion based on any time his health goes up, up it again.
If is totally uncodeable, I'm going to change it
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Old 07-28-2010, 12:26 AM   #8
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by Megas View Post
There's no damage block! He takes the full damage... But counters with a % of his attack damage! But I will rework the balance!
Hmmm... Don't know why I thought that the "counter with X%" is damage block. I read it wrong, probable.
The new numbers are much better then the one i read earlier.
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Old 07-28-2010, 02:42 AM   #9
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Default Re: [Remake] Healing Ward --> Nirvana

Why damage counter?
yurnero is not meant to be taking damage. If he is focused is more likely that you will use ulti or escape if you are taking to much damage. And if he activates this skill is more likely that enemies will stop attacking him.
Maybe change to a direct damage boost to synergyse with the critical or add a non orb effect the attack.
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Old 07-28-2010, 02:50 AM   #10
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Default Re: [Remake] Healing Ward --> Nirvana

isnt there some hon version of jugg that has this (or lol) i dont know i dont play that shit but i do know it fails in theory because giving one hero so much dps ability ( all 4 skills would be now if this were case) makes a hero imba. 2 big t-downs
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Old 07-28-2010, 02:51 AM   #11
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by MuchMore View Post
Why damage counter?
yurnero is not meant to be taking damage. If he is focused is more likely that you will use ulti or escape if you are taking to much damage. And if he activates this skill is more likely that enemies will stop attacking him.
Maybe change to a direct damage boost to synergyse with the critical or add a non orb effect the attack.
What u said is confusing.

Quote:
Why damage counter?
yurnero is not meant to be taking damage
Quote:
And if he activates this skill is more likely that enemies will stop attacking him.
So, you agree with me ? xD
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Old 07-28-2010, 03:12 AM   #12
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Default Re: [Remake] Healing Ward --> Nirvana

great...just dont make it block damage, but just boost any of your hp/mana regen when you're being attack...very2 nice concept..

instant T-UP from me...and that icon do look nice on Yurnero too..
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Old 07-28-2010, 04:42 AM   #13
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Default Re: [Remake] Healing Ward --> Nirvana

So if yurnero has 50 damage all incoming attacks are reduced by (50*.6) = 30, please clarify. I like your icon by the way.

Coding...
hmm, not sure but there's a theory in my head that a dummy unit with 0 armor and 999999+++ life can be used to measure the damage. Making a hero attack that dummy will help us measure the hero's base damage. (item effects, orbs, bashes, critical strikes, etc. should be disabled when measuring the damage.) so many issues will be encountered thou: seeing the hp bar of the dummy unit and being able to click it are a few of this problem.

Optional suggestion...
Base it on yurnero's agi since increasing his agi will still benefit his omnislash and blade dance skills.
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Old 07-28-2010, 12:03 PM   #14
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by virtviuz View Post
So if yurnero has 50 damage all incoming attacks are reduced by (50*.6) = 30, please clarify. I like your icon by the way.

Coding...
hmm, not sure but there's a theory in my head that a dummy unit with 0 armor and 999999+++ life can be used to measure the damage. Making a hero attack that dummy will help us measure the hero's base damage. (item effects, orbs, bashes, critical strikes, etc. should be disabled when measuring the damage.) so many issues will be encountered thou: seeing the hp bar of the dummy unit and being able to click it are a few of this problem.

Optional suggestion...
Base it on yurnero's agi since increasing his agi will still benefit his omnislash and blade dance skills.
Counter means that when you take damage, you take this damage and counter with a attack
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Old 07-28-2010, 02:53 PM   #15
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Default Re: [Remake] Healing Ward --> Nirvana

Change "counter" to "return". The analogy with Centaur will make it more obvious.
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Old 08-01-2010, 11:26 AM   #16
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Default Re: [Remake] Healing Ward --> Nirvana

Why is it called nirvana? i know what nirvana means but i don't get it!
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Old 08-01-2010, 11:31 AM   #17
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Default Re: [Remake] Healing Ward --> Nirvana

t-up
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Old 08-01-2010, 11:39 AM   #18
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by BiH-Kira View Post
T-up on concept
This.
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Old 08-01-2010, 03:55 PM   #19
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Default Re: [Remake] Healing Ward --> Nirvana

Maybe this as the ult and Omnislash the 2nd skill? Anyways interesting remake.
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Old 08-01-2010, 11:00 PM   #20
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Default Re: [Remake] Healing Ward --> Nirvana

Quote:
Originally Posted by PALAKOKAK View Post
Why is it called nirvana? i know what nirvana means but i don't get it!
I'm not very good with numbers guys! So only T-Up based on concept!

Nirvana is a state of mind, where the mind enters in a state of pure calm...

It has a deep explanation, but the main part is it!
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