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Old 10-13-2009, 04:32 AM   #1
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Lightbulb [REMAKE] Desolator/Skadi/Maelstrom/Sange


Feel free to read, I'll be busy on this concept for a while...
And this was just the beta concept, the test map will be different from this.
Also, check Deaod's suggestion:
http://www.playdota.com/forums/18170...rbs-orb-items/

Yeah I got it working, but I'm on *** language atm, gL with the others, I'll leave them to you.

Just for the info, it works, but not perfectly, because currently there is no "unit takes damage from attack" under "generic unit event".
And because I currently do not have the time to learn JASS.
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Last edited by Dynes; 09-09-2010 at 01:15 AM. Reason: Secret Studies...
Old 10-13-2009, 03:05 PM   #2
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

*bumpirism* need testers for this...
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Old 10-13-2009, 04:05 PM   #3
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Yea,like you said:'Aesthetics or function?'.
it is totally a first one...
Yea,this is ok.
Do you mean wards like decorating stuff or dummy for some spell or both?
That's the only thing I have to ask...
I hope they'll consider this to test. )
And one more thing:With this things added,I
foresee() that maybe first 3 new versions would be with bugs regarding your new remake.But probably,it would be fixed later and those things you said that would be bugs would be repaired after some time I think...
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Old 10-14-2009, 03:27 AM   #4
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

NOTICE:

Pros:
Luna's attack will not malfunction...
Opens up more possible item builds... leading to...
Something "new" to try out for additional gameplay

Cons:
*** **** a**
P******* *****a* *******a***
...which are actually occurring only in non-"pro vs pro" games...

This WILL cause problems for:
1) People who think that their enemies might become more powerful, and they will not.
2) People who are afraid AND scared of their "perfect" guides to get "challenged".
3) Esp those who don't think of:
- Damage Return: 2200, 2750, 4000, 5250
- Disable: 3100, 5675
- Spell Immunity: 3900
- Unadulterated Damage: now only 6200
- Assistance...
- Tactics...
- Push...
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Old 10-14-2009, 03:30 AM   #5
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

A simple explanation of the function:
Situation 1
Quote:
You are a meelee hero, and you have a SDesolator.
- You attack your target.
As you attack, a (very small) ward with a very low AOE aura of -6 armor appears.*

- Your target now has a -6 armor, and .01seconds later, the ward disappears.

- Your target still has a -6 armor for about three seconds.

- And you attack your target again...
Situation 2:
Quote:
You are a meelee hero, and you have a SDesolator, and an EoSkadi.
You attack your target.
- As you attack, two (very small) wards with very low AOE auras appear, one of -6 armor, and one of -28% MS.*

- Your target now has a -6 armor, AND -28% MS, and .01seconds later, the wards disappear.

- Your target still has a -6 armor, AND -28% MS, for about three seconds.

- And you attack your target again...
*Again I don't know if the AOE can be tweaked now.

And if nobody else gets the use of these, I'll explain the ones for the Maelstrom/Mjollnir/Sange/Sange & Yasha (Or Chain Lightning and Maim) later...
Now as far as Luna's bouncing glaives go... I'll think about it later as well...
...also for the Ranged Heroes...
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Old 10-14-2009, 09:27 AM   #6
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

I understand you
Well, the desolator ward should be realizable... And for the duration of the EoS ward you could just change the time between creation of the ward and destruction. For this to work, we have to know the duration that the auras last after they affect the target. If even 1 of those wards would work, the others might too.
It would be a pleasure to test this, but atm I can't, because my main computer has crashed
But I'm going to test this as fast as possible.
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Old 10-14-2009, 01:41 PM   #7
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Do you mean to disable orb effects just for THOSE items?I mean,there will be for e.g. for Helm of the dominator?or not?
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Old 10-15-2009, 07:27 AM   #8
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

^^Please do
^ Harsh truth: Might need more and "senseless" research...

I got the details worked out for the aesthetics, I'll write much later, overworked...
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Old 10-15-2009, 08:04 AM   #9
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

ur idea was suggested before but without all that trash u bothered to wright. u could just have suggested to make orb effects for those items stack and let icefrog do what ever he can do to make this possible.
But nooooo, even if this is possible this shouldn't (wouldn't) be implemented cause it will affect balance a lot.
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Old 10-15-2009, 08:33 AM   #10
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Ask some people...
Quote:
Why orb effects doesn't stack?
or
Quote:
Why Luna's attack malfunction?

Read:
Quote:
Yes, another WTF kind of suggestion...
LOL
Quote:
But nooooo, even if this is possible this shouldn't (wouldn't) be implemented cause it will affect balance a lot.

Because orb effects didn't stack, and just shut up about it.
Quote:
ur idea was suggested before but without all that trash u bothered to wright. u could just have suggested to make orb effects for those items stack and let icefrog do what ever he can do to make this possible.

- Add trash
- suggested to make orb effects: and how do you do that? ideas?: add this trash
Next please...
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Old 10-15-2009, 08:28 PM   #11
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

lol. could you simplify your suggestion a bit?
i saw some colours, some quotes with pseudo triggers and numerous repititions of the word 'ward'. Also i could get from the topic it is about some orb effect items.
i think you wont get much feedback this way.
your replies also dont seem to clear up anythin.

Quote:
overworked...
sleep out and go through your post again.
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Old 10-15-2009, 08:36 PM   #12
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Oh, I just woke up, nvm, the thing is, its precisely like that ^^^(long no = gay), and no, I don't like to say "I'm broken, fix me". I proposed how to do it (because I know that some steps are possible) then explain the effects afterwards, to get as minimal response as possible, because I am aware that many of us anywhere (maybe except in crazy Hero vs Hero) are open to this kind of suggestion.

Especially again like that^^^, apparently somebody proposed that already, but have no idea of how to do it.
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Old 10-17-2009, 11:43 AM   #13
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Not sure if this thread is still active but..

As a map editor myself I understand your point, so to make it clear to some people who don't understand...

HE'S SUGGESTING, WITH THE (POSSIBLE) TRIGGERS, FOR ORB EFFECTS LIKE DESO, EOS, MALESTROM ETC TO STACK.

I'm too busy nowadays to try this, so the first thoughts I had when I was reading this was..well, wouldn't creating (rapidly..imagine 10 people using AGI heroes with deso AND eos AND malestrom AND sange) units and activating triggers repeatedly lag the game? I think I read somewhere that it will...right now, many people are already lagging on laptops with Freezing Field, Echo Slam, Black Hole and Light Strike Array appearing on their computers. I think we need to spare a thought for low-spec computer users..=X

Another point is, I think IceFrog made the orb effects orb effects so that they aren't stacked. Different items are made for different builds, for separate usage..if Sange and EoS is put together, perhaps combined with a Deso or Maelstrom..don't you think that the point is lost? I mean, making an opponent slowed till the minimum movespeed and then cruelly raping with Chain Lightnings...the point of luck is kind of lost in the game. And with auras..I think a more workable idea (though still gay) would be create a ward with 1-1 damage, 0.02s CD(it's gone after 0.01s..attack once), and issuing a trigger for it to attack the target that you attacked so that the target is slowed would be better. Rather than two stacking auras of armor reduction and slow, stacking on one person would be sufficient..

SUMMARY (in order of importance):
1) Orb effects were perhaps not MEANT to be stacked? Though from range and melee frost this is kinda not true (maybe)
2) Um..Weave, SF, Wave of Terror, Assault Cuirass + New Deso + Slithereen Crush..-24(-30),-5,-5, -5, -6, that's like..200 damage on five -46(-51) armor heroes? If we add another Amplify Damage to top it off..one poor guy with -61 armor..and five with -51 (as if -45 wasn't enough, you topped another -6 on it)
3) Oh I just realized! Even without the Deso, it's already -45. Try out some time..

Uh..have fun with this thing.
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Old 10-17-2009, 12:13 PM   #14
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

The problem is that auras have a delay of about 1 second, a big problem for your desolator idea.
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Old 10-17-2009, 02:27 PM   #15
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

oh my!!! please don't do the deso+skadi thing...it is so imba....
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Old 10-17-2009, 03:17 PM   #16
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Is it that hard to make dummie abilities, give them to dummies, and make them attack whatever you're attacking if you have those items?
It clears out the whole aura fade time problem, the dummies are units, which means you can specifically give them targets who they can attack, so no need to make conditions in the triggers.Since the orb effects come from different units they will have no problems stacking and you're done.
This has been suggested, and only lifesteal proved difficult in recreating for ranged heroes, because it would need a damage detection system, but if only lifesteal is an orb effect, then you will have no stacking issues.

Quote:
Another point is, I think IceFrog made the orb effects orb effects so that they aren't stacked. Different items are made for different builds, for separate usage..if Sange and EoS is put together, perhaps combined with a Deso or Maelstrom..don't you think that the point is lost? I mean, making an opponent slowed till the minimum movespeed and then cruelly raping with Chain Lightnings...the point of luck is kind of lost in the game. And with auras..I think a more workable idea (though still gay) would be create a ward with 1-1 damage, 0.02s CD(it's gone after 0.01s..attack once), and issuing a trigger for it to attack the target that you attacked so that the target is slowed would be better. Rather than two stacking auras of armor reduction and slow, stacking on one person would be sufficient..
IceFrog didn't make orb effects for that.Blizzard did.Ice's preventive measures are that he didn't create the new orb-effect system that is discussed here.
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Old 10-19-2009, 07:04 PM   #17
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Unnamed,you have a really smart answer.And true.
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Old 10-23-2009, 02:55 AM   #18
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

I think that ward aura is bad... maybe a fake unit that attacks the target?

nice suggestion there!
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Old 10-23-2009, 03:40 AM   #19
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Originally Posted by dejaime View Post
I think that ward aura is bad... maybe a fake unit that attacks the target?

nice suggestion there!
A fake unit might trigger Mjollnir's Static Charge, Counter Helix, Refract, Linken's Sphere (for Castable slow).
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Old 10-23-2009, 03:57 PM   #20
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

T-Up if u want orb effects to stop being orb effects
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Old 11-07-2009, 06:56 PM   #21
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Well, it would also be possible to add a damage detection system to dota, this way all orbs could be triggered to behave exactly the same way as they do now and more: Icefrog would have complete control about the stacking issues. Obviously this is not needed if he wants them to work like they do now, but for some cases I doubt this (like the luna attack malfunction)
This way he could just say: this orb causes lunas attack to malfunction, this one does not work for luna but she has normal damage, this one stacks fully...

It might be hard to implement, but I think its worth the effort. But that would be another suggestion.
For this one I t-down, I dislike wards being placed on attack and AoE on orbs (even small ones). Also there are issues with aura fade time like mentioned, and it feels more like a kind of patch work.
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Old 11-07-2009, 07:02 PM   #22
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

it does look appealing tho,
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Old 11-07-2009, 07:21 PM   #23
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

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Old 11-07-2009, 08:35 PM   #24
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

I understand what your trying to do.
Make Orbs non-orbs.

I don't know where I would stand here.
I mean, it's one of the decisions you must make and adapt to a challenge.
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Old 12-19-2009, 10:10 AM   #25
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

A Damage-Detection-System would cause much lag cause sometimes, for e.g. if Barathrum "Greater Bashs" a unit, the unit receives low dmg every ~0.02s (or w/e). So it's possible, but would cause huge lags.

Correct me if I am wrong.
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Old 12-19-2009, 10:34 AM   #26
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Viper's Corrosive Skin, Jakiro's Dual Breath... and this is only attack-event-based.
The dice roll for chances do not cause any serious lags, its only something like 300 create/explode events per second, and its on low-end PCs (around 2002).

Actually, this system is outdated, the new script system is more cleaner than this. This was based on RoC available triggers (as its the only one I have used), I'm sure there are more ways to do this now.

I'd settle for even just Luna's attack on this.
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Old 12-19-2009, 03:12 PM   #27
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Originally Posted by Dynes View Post
A fake unit might trigger Mjollnir's Static Charge, Counter Helix, Refract, Linken's Sphere (for Castable slow).
I am sorry I didn't respond to this is a timely manner.
Dummie units will have no interaction with with the stuff you mentioned.This is because Ice gives his dummies "Locust"ability, which makes them unable to be seen, attacked, and makes them unable to trigger anything.Which is why I believe it is better to only have lifesteal as an orb-effect, and have all the orbs transferred by dummie units.

Quote:
Originally Posted by Dynes View Post
Linken's Sphere (for Castable slow).
No, this is not needed, because you don't need to cast a frost nova on the target, you only need to give your dummie unit a frost attack and order him to attack the unit.Poison attacks are mostly used for this, because slow is fixed as a value 30% MS and 30 AS for varying time for range melee, while poison isn't.With some cosmetic changes nobody will see the difference.
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Old 12-19-2009, 03:43 PM   #28
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Well yeah, its not like I'm bumping my suggestions all the time anyways ...

That was because I was worried of the possible extra process issues (also aside from that), but then later I began reading the mechs section, and all (most, so far) seemed fine.

And yeah as for the widespead use of those kind of dummy units (which was never able to get to/learn) during my RoC modding days. I believe its much more possible now, and as if one hex won't shut them up.

So what to take on this Skadi/Deso part:
Does the dummy unit go create-attack-remove per event, or will be just given "instant" projectile speed and exist as soon as you get the item?

As I was also aware of the lifesteal, I also figured that doing the others are just fine, not caring much about Feedback though...
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Old 12-19-2009, 05:18 PM   #29
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Well, a unit is created anytime the item carrier is attacked.The unit is hidden, given the certain ability,given an expiration time* and given an order
->Unit - Give Order Targetting a Unit ->Order (Last Created Unit) to Attack (Attacked Unit)

*Expiration timer is the time the unit will stay in the map.After that timer has expired, the unit will be removed, just like a timed summon.The only issue is that maybe players will get more points for created units, but nothing else.And maybe that the unit will deal 1 bonus damage to the enemy(attacks can't be reduced below 1 for any damage, except for damage block).But I hope 1 damage isn't too much.
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Old 12-19-2009, 11:16 PM   #30
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

There is this property:
Score=(set to 0)
Bounty=(set to 0)

And maybe a more modern command than this:
Wait (X seconds) <-- Simulates the expiration time.
Remove (last created unit)

...I'm pretty sure it won't affect the scores.

Damage? grant a skill of -100% Self Command Aura, will that work?
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Old 12-20-2009, 09:23 AM   #31
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Wait (X seconds) <-- Simulates the expiration time.
Remove (last created unit)
It works for simpler maps.But if this is made for DotA it will create massive lags.This is because )Last Created Unit) is a variable.If a unit is created after your trigger's dummie is created and before the 'wait' is removed, it will remove that unit, not your dummie.The expiration timer is given the second your dummie is created, this is why it is much more reliable(even though it's possible to give the timer to another unit, but not likely)

Quote:
...I'm pretty sure it won't affect the scores.
It will.Units created through triggers increase the "Units Created" scoretables, but it's nothing that affects the game itself.

Quote:
Damage? grant a skill of -100% Self Command Aura, will that work?
Damage can't be lowered below 1, except for Damage Block, no matter what you try to do.Even if the target has 100% damage reduction and you do 1 damage, he will receive 1 damage.
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Old 12-20-2009, 09:46 AM   #32
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Hell NO! T-D! You want to make some heroes able to stack Orb Effects? What if Magina with SnY? He get HP, IAS, MS, Slow! What if Aiustha with Skadi? She got HP, MP, and Slow to chase and lynch you with her Impetus!

Seriously, BIG !
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Old 12-20-2009, 11:59 AM   #33
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Originally Posted by Unnamed_ View Post
It will.Units created through triggers increase the "Units Created" scoretables, but it's nothing that affects the game itself.
What about creating it for The Sentinel or The Scourge's team.


Quote:
Originally Posted by Unnamed_ View Post
Damage can't be lowered below 1, except for Damage Block, no matter what you try to do.Even if the target has 100% damage reduction and you do 1 damage, he will receive 1 damage.
How about:
-> Grant a negative 1 damage to the wearer... (pobably )
-> A triggered +1 hp for the attacked unit... ()
-> I have no more ideas atm...
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Old 12-20-2009, 12:41 PM   #34
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Originally Posted by Dynes View Post
What about creating it for The Sentinel or The Scourge's team.


How about:
-> Grant a negative 1 damage to the wearer... (pobably )
-> A triggered +1 hp for the attacked unit... ()
-> I have no more ideas atm...
1st question:
Depends on which trigger event you will use.If you use:
Unit is Attacked - then the damage and the effect will come before the actual attack of the hero, so if there are 2 heroes killing 1 and the 1 damage happens to be lethal, it will be a split kill.
If you use:
A Unit is Damaged - then the effect of the item will come after you have made the attack, so it wouldn't matter, because DotA has a system to detect the hero to last attack the dying hero, so no problem here.

-1 negative damage to the wearer will be laggy.It needs to place an aura with -1 damage to the hero everytime he attacks, it's too much.
-Triggered +1 HP sounds nice.Again this HP will need to be added before the dummie has attacked, because there could be a situation where the attack of the dummie will kill the unit before it is healed.Quite rare, but it isn't impossible.
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Old 12-21-2009, 01:09 PM   #35
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Quote:
Originally Posted by Unnamed_ View Post
1st question:
The scoring announcement triggers could be modified (...? well, the gold can) to adjust to the killing player (since both the Sentinel/Scourge only have Structure/Non-hero/Siege types of offensive units), maybe a workaround could be made if the dummy is of type-Ancient.

Quote:
Originally Posted by Unnamed_ View Post
-1 negative damage to the wearer will be laggy.It needs to place an aura with -1 damage to the hero everytime he attacks, it's too much.
I guess for visual reasons, a constant -1 damage can't be applied eh?
--> Viper's skill checks for the target's HP, multiplies it by a factor, then adds to Viper's damage, then removes it, and it does not seem too much.

Quote:
Originally Posted by Unnamed_ View Post
-Triggered +1 HP sounds nice.Again this HP will need to be added before the dummie has attacked, because there could be a situation where the attack of the dummie will kill the unit before it is healed.Quite rare, but it isn't impossible.
Maybe add a .3 or lower attack animation to the dummy unit?
Triggered +1 HP (from a global caster) -> Hit from the dummy unit.
Quote:
Originally Posted by rizenix View Post
What if Magina with SnY?
That means now we have somebody that uses SnY.
Quote:
Originally Posted by rizenix View Post
What if Aiustha with Skadi? She got HP, MP, and Slow to chase and lynch you with her Impetus!
Items:
Good old Hex - 5675
Activate Lothar's Edge - 3400
Diffusal Blade (1 and 2) - 3300 & 4150
Unlimited Charges of Scepter of Divinity - 2800
Activate Ghost Scepter - 1500
Use a Teleport scroll - 135
Talisman of evasion - 1800
Activate Shiva's Guard - 4700
Activate BKB - 3900
Activate Blade Mail - 2200

Eye of Skadi = 6150 gold

Teammates (now DotA has more heroes with disable...)
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Old 01-28-2010, 01:37 AM   #36
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Wait, otherwise two people with Deso's might provide -12 armor on a unit ...

How about this? A dummy with the orb effect is created to attack the unit.
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Old 01-28-2010, 05:09 AM   #37
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

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Wait, otherwise two people with Deso's might provide -12 armor on a unit ...
It does not, its the same with Command Auras (Shendel's and Wolf's) not stacking with each other.

Quote:
Originally Posted by godzbane View Post
How about this? A dummy with the orb effect is created to attack the unit.
Its on my testmap, but unless I resolve the Maelstrom types, and the %error of dummies giving 1 damage, I'll not post it yet.
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Old 01-28-2010, 05:58 AM   #38
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Maelstrom - Orb of Slow with a dummy Chain Lightning hitting 4 units for 150 base damage and 0% damage decrease per bounce, with 20% proc chance, chain lightning search range 500.
But there is a problem with Orb of Slow based abilities.Using PRD means that you get increased effects for increased attack count.And when a unit attacks 1 time and disappears, it's proc rate will be quite low.
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Old 01-28-2010, 06:31 AM   #39
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

Wow, you put a lot of effort in this thread. Unfourtanetly T-down! I didn't read the whole thing (too young to waste an hour) but from what I've read I understand that you want to make those items stop being orb effects. Good job, I admire your coding skills and ideas of how to do that. Unfortunately, there's a reason why they are orb effects/buff placers and they don't stack. Blizzard wanted that for balance issues and that applies in DotA too. Combine this with Hellraiser's suggestion of making ten item slots and DotA will become something else!
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Old 01-28-2010, 09:27 AM   #40
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Default Re: [REMAKE] Desolator/Skadi/Maelstrom/Sange

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Originally Posted by Unnamed_ View Post
Maelstrom - Orb of Slow with a dummy Chain Lightning hitting 4 units for 150 base damage and 0% damage decrease per bounce, with 20% proc chance, chain lightning search range 500.
But there is a problem with Orb of Slow based abilities.Using PRD means that you get increased effects for increased attack count.And when a unit attacks 1 time and disappears, it's proc rate will be quite low.
...and initial cast range of about 750 (for Kardel).
The trigger carries the roll of 20-100/1-5 (for the chance to summon one that has a 100% chance to cast that Chain Lightning on attack)
My problem is that the unit with Chain Lightning "orb" has to stay around for some time in order to keep bouncing, and yet remove them one by one after the duration is order. They require variables to get removed properly, and IDK how arrays work for now, for multiplayer compatibility reasons.

Quote:
Originally Posted by Zangetsu2201 View Post
Good job, I admire your coding skills and ideas of how to do that. Unfortunately, there's a reason why they are orb effects/buff placers and they don't stack. Blizzard wanted that for balance issues and that applies in DotA too.
Ok
Though IMO, if you have played D2 from Blizzard, you'll see that the game engine of WC3 for attack effects is quite, lols. Its easy enough to disable what "stacks" and what does not. That red text was just an excuse for something, IMO of course (thus, IMO its meaning is "we're too lazy to make it work since WC3 is meant for Campaign anyway, we have many heroes to wear items with these effects to make them "unique", we'll not gonna have a use for making that work... ").

Quote:
Originally Posted by Zangetsu2201 View Post
Combine this with Hellraiser's suggestion of making ten item slots and DotA will become something else!

Hmmm, a switch between inventory 1 and 2 using the 6th slot?
I'll guess that the 5 other items (of inventory 1 or 2) are inactive during the other inventory's activity...

Quote:
Originally Posted by Zangetsu2201 View Post
Wow, you put a lot of effort in this thread. Unfourtanetly T-down! I didn't read the whole thing (too young to waste an hour) but from what I've read I understand that you want to make those items stop being orb effects.
Its ok...
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