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Current Version: v0.0.01A

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Changes to the way I release versions? (read the thread)

63% 63% [ 5 ]
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Total Votes : 8

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Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

[Basic][Accessory]Reductor Field

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[Basic][Accessory]Reductor Field

Post by Grass Hopper on Sun Oct 25, 2009 6:25 pm

Reductor Field -650g
Classification [Accessory]

"Protective Device that Generates a field of energy
that attempts to cussion an impact to a point where
they are of no harm to its wearer."

gives:
-Charge [not usable at fountain]
-Forcefield

(Charge: Toggle. Drains X mana and adds 1 charge per second. Each charge lasts 30 seconds.)
(Forcefield: Passive. every X damage taken will be ignored and use 1 charge)

notes: prolly a bit weak... but we'll see
alternitaves are to make this a basic armor item, with a cooldown/duration instead of a consumable

another random idea is: basic item, when clicked, drains mana per second, and each x mana used adds 1 charge to the item, each charge blocks x ammount of damage. another click will disable the mana drain
(could be a prereq of armor of ulthamar)

some thoughts: x mana could be 20, x damage could be 10. so it takes 100 mana to block 50 damage.


Last edited by Grass Hopper on Mon Oct 26, 2009 10:15 pm; edited 3 times in total

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Re: [Basic][Accessory]Reductor Field

Post by cellrawr on Sun Oct 25, 2009 8:10 pm

Would there be a max number of charges allowed or a duration on how long the charges last? Cause right now someone could just stand next to the fountain with it on and not really have to worry on the mana drain.

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Re: [Basic][Accessory]Reductor Field

Post by Grass Hopper on Mon Oct 26, 2009 12:20 pm

Grass Hopper wrote:Force Field -1200g
...
gives:
-Charge [not usable at fountain]
...

that being said, its as easy as standing outside the fountain, drainign mana, gouing in, filling up, then leaving and continuing to drain mana...

but ill give each charge a 30 second duration or something

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Re: [Basic][Accessory]Reductor Field

Post by cellrawr on Mon Oct 26, 2009 3:30 pm

Oh, missed that part. But yea your example is pretty much the same thing and that sounds good duration wise. That mana could probably be regend back up before that time with items.

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Re: [Basic][Accessory]Reductor Field

Post by Grass Hopper on Mon Oct 26, 2009 7:24 pm

yeah.

well, im thinking this item functions basically like a mini manashield Razz so the more mana/regen you have, the better you will be at using this item

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Re: [Basic][Accessory]Reductor Field

Post by Fromundaman on Tue Oct 27, 2009 12:06 am

To be perfectly frank, this looks like it *could* be better than mana-shield for int chars, since they can regen mana while taking hits, allowing them to cast, whereas with mana shield DPS heroes can effectively neuter them (especially with the now halved mana regen bonuses.).

On a somewhat related note... Now that mana regen took a hit (which I believe to be both a good and bad thing, because mana regain was truly insane before at times), should mana shield get buffed again? As it was I only got it on a rare few int chars anyway, for the reasons stated in the previous paragraph.
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Re: [Basic][Accessory]Reductor Field

Post by Grass Hopper on Tue Oct 27, 2009 7:03 pm

on the item nerf, two things specificalyl didnt get changed: IAS and mana regen
(and mana regen will take a hit anyway, because the regen was based on your int, and as your getting less int from items, youll regenerate less)

(i think this math comes from dota forums, so im not 100% itll apply to this map, but its a reference)
you need i tihnk ~31 intelligence to gain more mana regen from 100% regen than from .65 mana regen (% regen vs. brill aura regen or, spirit stone vs. designs)
so, if you get that 31 intelligence alot slower, the effectiveness of %regen will become less

and you also need to think about this: forcefield can only really be charged outside of combat, as blocking ~10 damage per second isnt very helpful, while manashield can make use of your current mana, all of it, whenver you need it too.
this item could prove to be much much better in *some* situations, but manashield, imo, will be much more usefull in many different situations

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Re: [Basic][Accessory]Reductor Field

Post by Fromundaman on Tue Oct 27, 2009 10:07 pm

Hmmm... maybe I'm just having trouble picturing how effective it'll be.

Ah, didn;t realize those stayed the same. In fact, I was almost sure I asked about this and got a different answer during the beta tests. Meh, must have misunderstood.
Did MS take a hit as well then?
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Re: [Basic][Accessory]Reductor Field

Post by Grass Hopper on Tue Oct 27, 2009 10:10 pm

i had originally planned on halving manaregen and ias, but decided that it wasnt nearly worth it.
and no, ms didnt.

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Re: [Basic][Accessory]Reductor Field

Post by billiam on Wed Oct 28, 2009 7:48 pm

As for a name if you dont just want a "force field" I know Dark Eldar have a shadow field generator, but i think it is a big thing like for there skimmers.

But i was also thinking along these lines you wanted an item to take the edge off nuke damage early. What about this...

flagellant's whip
cost 50 hp
blocks up to 100 magic damage
last 20 sec

The pain induced to their body sharpens the mind for any attack on it.

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Re: [Basic][Accessory]Reductor Field

Post by Fromundaman on Wed Oct 28, 2009 9:02 pm

That could make a good item, but either make there not be a cost, or make the damage blocked higher. It seems like getting the 160 health healing item would be more worth it otherwise.
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Re: [Basic][Accessory]Reductor Field

Post by Xenostalker on Wed Oct 28, 2009 9:41 pm

This is a great item idea Smile

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Re: [Basic][Accessory]Reductor Field

Post by Grass Hopper on Wed Oct 28, 2009 9:42 pm

thx xeno XD

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Re: [Basic][Accessory]Reductor Field

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