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Old 03-06-2011, 08:53 AM   #1
gamerinboxers
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Default [INT-SRG] Soulsap, Corrupted Tree of Life







Corrupted Tree of Life
Soulsap


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Last edited by gamerinboxers; 09-09-2011 at 04:57 PM.
Old 03-06-2011, 02:34 PM   #2
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

You can't detect damage from a unit
so the first skill is uncodeable(the dps based on damage part)
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Old 03-06-2011, 09:10 PM   #3
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Soul Tapper is cool. 3rd skill is too similar to Exorcism. 1st is uncodable. Otherwise, nice concept just tweak some skills and will be great
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Old 03-07-2011, 01:48 AM   #4
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Quote:
You can't detect damage from a unit
so the first skill is uncodeable(the dps based on damage part)
Sure you can. Weaver's Germinate attack does it.
However, DotA's current engine can only detect how much damage a unit dealt; it cannot check how much damage a unit may deal. As an example, Weaver's skill works because an attack is needed to activate the skill, telling the trigger how much damage it is going to deal. However, we could not make a targeted, activated skill that dealt damage depending on your attack damage, since we have no way of retrieving that information.

For another example, look at Tuskarr's ultimate. It's impossible that it gives him a passive critical strike inside a disabled spellbook, because the factor that it's going to multiply damage with is variable. Thus, the extra, critical damage is triggered and in order to deal that extra damage you need to know how much damage was dealt in the first place.
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Old 03-07-2011, 12:02 PM   #5
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

/\nope, the engine can't see a unit's damage, it just gives weaver 400% attackspeed for another hit
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Old 03-07-2011, 12:04 PM   #6
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Quote:
Originally Posted by Lill View Post
Sure you can. Weaver's Germinate attack does it.
However, DotA's current engine can only detect how much damage a unit dealt; it cannot check how much damage a unit may deal. As an example, Weaver's skill works because an attack is needed to activate the skill, telling the trigger how much damage it is going to deal. However, we could not make a targeted, activated skill that dealt damage depending on your attack damage, since we have no way of retrieving that information.

For another example, look at Tuskarr's ultimate. It's impossible that it gives him a passive critical strike inside a disabled spellbook, because the factor that it's going to multiply damage with is variable. Thus, the extra, critical damage is triggered and in order to deal that extra damage you need to know how much damage was dealt in the first place.
Don't talk unless you know what you are saying, please.

You cannot detect the damage a unit posseses, nor the bonuses gained from buffs and items. I e, uncodeable
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Old 03-07-2011, 02:25 PM   #7
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

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it just gives weaver 400% attackspeed for another hit
Incorrect, if it would be as you decribed, then weaver would need to be still while the extra attack would be launched. He would also need to be within attacking range when the extra attack launches. You don't have to be either, you can even be invisible when the extra attack launches.
Quote:
Don't talk unless you know what you are saying, please.
I agree. Don't talk unless you know what you are saying.
Quote:
You cannot detect the damage a unit posseses, nor the bonuses gained from buffs and items.
And I said so myself. However, the skill would still be codeable since you CAN detect the amount of damage that was DEALT from an attack.

If it would be impossible to detect damage dealt from an attack, then how is Tuskarr's ultimate coded? His ultimate uses a damage event response as a trigger event for the launch. You're saying that it is impossible to discern whether the values gotten from the event response that returns damage taken is through an attack or through whatever other means there are. Then, why is it that it doesn't trigger from other sources of damage, such as his snowball? Also, since it uses damage event, how does it modify the damage? Since the damage has already been dealt by the time Tuskarr hits his enemy, we can't add some kind of Critical Strike to him in order to make him deal extra damage in that way. Thus, the only way the Critical could be coded would be by getting the damage dealt and then dealing additional damage depending on it.
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Old 03-07-2011, 04:59 PM   #8
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Chill guys... =P
I was thinking more of reducing the attack by 60% when attacking, but summon a illusion that does 5% damage but invulnerable as graphic, if its not code-able. =)
Will that work?
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Old 03-12-2011, 09:36 AM   #9
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

I'm not sure if Invulnerable / Locust are abilities that can be given after creation of a unit, especially if it's an illusion. But it doesn't matter, the current version is codeable.
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Old 03-12-2011, 03:35 PM   #10
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

I like this hero except for the first skill. laning against this hero is gonna be like laning against huskar+zues in omg mode on crack, the mana costs are super low and he has a super harassing orb. to balance him, i would recommend nerfing his range to atleast 450 since he has so much lane presence.
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Old 03-12-2011, 10:51 PM   #11
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

T-up on the concept.
The hero should be a bit balanced by rescaling 1st power duration to 6/10/14/18.
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Old 03-13-2011, 05:48 AM   #12
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

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Originally Posted by MassBalance View Post
I like this hero except for the first skill. laning against this hero is gonna be like laning against huskar+zues in omg mode on crack, the mana costs are super low and he has a super harassing orb. to balance him, i would recommend nerfing his range to atleast 450 since he has so much lane presence.
Quote:
Originally Posted by wreckagemaster View Post
T-up on the concept.
The hero should be a bit balanced by rescaling 1st power duration to 6/10/14/18.
To both: Yup, nerf skill 1 from passive to toggle and range decrease~
Hope its better now~ =)
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Old 03-13-2011, 06:12 AM   #13
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Excluding the ult, I don't really see much synergy between the other skills.

Even still, all the abilities are interesting, and I love Acid Rain.

On the ult does the armor/resistance last indefinitely until he dies? If so 6 and 8 seems like a lot. Maybe 3/4/5 instead?
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Old 03-13-2011, 11:39 AM   #14
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Quote:
Originally Posted by Panoramik- View Post
Excluding the ult, I don't really see much synergy between the other skills.

Even still, all the abilities are interesting, and I love Acid Rain.

On the ult does the armor/resistance last indefinitely until he dies? If so 6 and 8 seems like a lot. Maybe 3/4/5 instead?
Thanks for the comment. I argee that the synergy between the basic skills are not really in existence.. haha.. u got me there.. ws building the hero more on the mirco-damager point of view and overlook this part.. lets see what i can do or not do... LoL..

The ulti boost only occurs if the enemy hero is in AoE and Soulsap has a copy of its soul.. else there is no boost... =)
So i don't think there is a need to reduce the armor gain for now~ =p
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Old 03-13-2011, 12:32 PM   #15
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

Despite 1st spell is uncodeable (like many said before) the concept is cool, I like this hero, maybe the spells combined with ultimate are too powerful...
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Old 03-13-2011, 12:55 PM   #16
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

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Originally Posted by Padsoldier View Post
Despite 1st spell is uncodeable (like many said before) the concept is cool, I like this hero, maybe the spells combined with ultimate are too powerful...
Hey paddy, thanks for liking da tree. Well, actually i don't think its uncodable. Look at the final comment by me and Lill. =)

Well.. that's the point of the ulti.. its to make mirco-damage deadlier right? hehe =p
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Old 03-13-2011, 06:01 PM   #17
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

[quote]Souls are tiny tiny tiny white specks of light with no collusion.[.quote] Collision, you mean? Anyway, isn't this like Exorcism, only there are more ghosts, their damage is small, and the hero has to channel it? I guess it synergizes with the 2nd skill's armor reduction penalty as well as the (conditional) armor and magic resistance buff of the ultimate skill. Not much to do with the first skill though.
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Old 04-08-2011, 11:49 AM   #18
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

where did u get the hero skin?
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Old 04-08-2011, 09:57 PM   #19
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

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Originally Posted by zealot2011 View Post
where did u get the hero skin?
Existing game model, used in campaigns.

On codeability of 1st: guys, plz search forum, and don't argue
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Old 09-09-2011, 12:31 PM   #20
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Default Re: [INT-SRG] Soulsap, Corrupted Tree of Life

so....its a dmg over time hero??
great concept but theres still room for improvement!
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