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Old 05-16-2011, 09:38 AM   #1
darxide
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Default [Tweak] Damage over Time


Tweak all DoT spells to deal damage more smoothly. maybe 1/5 of the normal damage but over 0.2 seconds. (similar to Rot) For example, Radiance deals 40 damage per 1 second. Instead of this, make it 8 damage every 0.2 seconds.

of course, thematic "PER SECOND" skills such as epicenter should stay the same.

As for the issue with lanaya's refraction, we could change it to block a certain amount of damage minimum. Maybe 20 minimum damage. and it should increment properly:

if lanaya has 2 refractions, damage instance over 20 will be trigger-healed, remove 1 counter;

if lanaya has 2 refractions, damage instance less than 20 will be trigger-healed, wont remove a counter, until cumulative damage reaches 20. the remaining damage would be counted toward the next counter. If not, this could be used as a buff to lanaya.

if a 16-damage instance occurs while she has 2 counters on refraction, lanaya will get a trigger-heal (keeping her current HP intact) but still have 2 counters.

after that, if damage is greater than or equal to 4, remove a counter, still trigger-heal.

3 instances of 16 damage each when you have 2 counters, should deal a final damage of 8 with no counters left.


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Old 05-16-2011, 02:43 PM   #2
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Default Re: [Tweak] Damage over Time

No... I like Ks-ing with Radiance...
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Old 05-16-2011, 02:47 PM   #3
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Default Re: [Tweak] Damage over Time

For the radiance example:
8 Damage, with 25% spell damage reduction is 6..
So little damage the regeneration will automatically cancel it out.
True story, try it in a test map.
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Old 05-16-2011, 11:36 PM   #4
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Default Re: [Tweak] Damage over Time

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Originally Posted by Naro View Post
For the radiance example:
8 Damage, with 25% spell damage reduction is 6..
So little damage the regeneration will automatically cancel it out.
True story, try it in a test map.
No it wont. if it dealt 40 per second, thats 30 after reductions. PER SECOND. its the same thing as 6 damage every 0.2 seconds. regen wouldnt keep up. base regen for most heroes is 0.25 PER SECOND. so thats 29.75 damage PER SECOND. just divided in smoother increments.

also, wouldnt KSing be easier? because you deal damage so often that it is more likely for you to get the last hit?
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Old 05-17-2011, 01:08 AM   #5
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Default Re: [Tweak] Damage over Time

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Originally Posted by darxide View Post
also, wouldnt KSing be easier? because you deal damage so often that it is more likely for you to get the last hit?
No, sometimes creeps can last hit my targets.
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Old 05-17-2011, 06:19 AM   #6
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Default Re: [Tweak] Damage over Time

T-Up.
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Old 05-18-2011, 11:31 AM   #7
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Default Re: [Tweak] Damage over Time

bump?
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Old 05-18-2011, 11:44 AM   #8
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Default Re: [Tweak] Damage over Time

Meh, it has some issues with hardcoded spells like Frostbite.

Might be good to see in Dota2 though.
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Old 05-18-2011, 12:02 PM   #9
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Default Re: [Tweak] Damage over Time

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Meh, it has some issues with hardcoded spells like Frostbite.

Might be good to see in Dota2 though.
is that a t-up?

ofc the hardcoded ones can be triggered instead, though delaying this update till dota 2 doesnt sound bad either.
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Old 05-18-2011, 08:39 PM   #10
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Default Re: [Tweak] Damage over Time

No.

The only reason why rot is 0.2ted is because to make it not interrupt bottle.
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Old 05-18-2011, 08:45 PM   #11
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Default Re: [Tweak] Damage over Time

Quote:
Originally Posted by Naro View Post
For the radiance example:
8 Damage, with 25% spell damage reduction is 6..
So little damage the regeneration will automatically cancel it out.
True story, try it in a test map.
I found this post extremely amusing.

T-up, just for being able to make someone produce such a post
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Old 05-18-2011, 08:48 PM   #12
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Default Re: [Tweak] Damage over Time

Quote:
Originally Posted by Naro View Post
For the radiance example:
8 Damage, with 25% spell damage reduction is 6..
So little damage the regeneration will automatically cancel it out.
True story, try it in a test map.
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Old 05-18-2011, 11:34 PM   #13
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Default Re: [Tweak] Damage over Time

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Originally Posted by Drikam View Post
No.

The only reason why rot is 0.2ted is because to make it not interrupt bottle.
you can just always trigger the cancellation of consumables/heart/dagger when they get damaged by a certain spell. for example, it should detect that radiance deals 40 dps so on the 5th tick, the items should cancel.
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Old 05-20-2011, 08:08 AM   #14
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Default Re: [Tweak] Damage over Time

T-Up...
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Old 05-21-2011, 05:12 AM   #15
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Default Re: [Tweak] Damage over Time

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you can just always trigger the cancellation of consumables/heart/dagger when they get damaged by a certain spell. for example, it should detect that radiance deals 40 dps so on the 5th tick, the items should cancel.
I think he means self-bottle.
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Old 05-21-2011, 08:57 AM   #16
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Default Re: [Tweak] Damage over Time

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Originally Posted by Drikam View Post
No.

The only reason why rot is 0.2ted is because to make it not interrupt bottle.
no
only reason why rot deal damage every 0.2 sec is because its coded that's way by Blizzards.
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Old 05-21-2011, 12:35 PM   #17
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Default Re: [Tweak] Damage over Time

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no
only reason why rot deal damage every 0.2 sec is because its coded that's way by Blizzards.
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Old 05-21-2011, 02:50 PM   #18
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Default Re: [Tweak] Damage over Time

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I think he means self-bottle.
same thing.
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Old 05-21-2011, 09:44 PM   #19
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Default Re: [Tweak] Damage over Time

Monsterlord is right. Hardcoded spells will need to be triggered and it requires quite a lot of work.
Though I like it. It just feels weird to lose 100 hp every second while you are supposedly being poisoned.

T-up
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Old 05-28-2011, 01:10 PM   #20
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Default Re: [Tweak] Damage over Time

bump
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