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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]
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Chainfist.

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Re: Chainfist.

Post by 13loodRaven on Tue Apr 20, 2010 9:20 am

Eh? what are you on about cell? Oh and start up ur bot more often plz Very Happy

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Re: Chainfist.

Post by Grass Hopper on Tue Apr 20, 2010 10:26 am

punishing a hero for buying an item is a bad idea

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Re: Chainfist.

Post by Glycine on Tue Apr 20, 2010 2:19 pm

You're not necessarily punishing them if the offensive output of the item counterbalances the decrease in attack speed, are you?
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Re: Chainfist.

Post by Grass Hopper on Tue Apr 20, 2010 4:29 pm

then whats the point of buffing the +dmg if your gona nerf the ias.

its better to give +10 damage instead of +20 damage and -50% ias. (just as an example)
i think we all remeber vindicare with his +90/-150% that didnt work out too well

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Re: Chainfist.

Post by Glycine on Tue Apr 20, 2010 5:25 pm

Except people got around that by stacking combat drugs to the max. Because this is an item, you automatically lose a slot for buffing speed. Plus, why are you just going based on damage? It will have an ability, you know, or some passive effect that also makes up for the loss in speed.

Grass, what's the point of making thunder hammer do 200 at 15% chance when you can just make it do 33 added damage to all attacks? There's obviously a difference.
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Re: Chainfist.

Post by Grass Hopper on Tue Apr 20, 2010 5:31 pm

because -ias is a constant thing, for a constant +damage/effect

*and* whats the reason why the chainfist suddenly penalizes your ias, if the thunder hammer and power fist dont?

and for any real -ias, you can get combat drugs, for anything else, you can get digital weapons, and make up the negatives.

itll come down to "well, chainfist debuffs my ias to the point where i need to buy digi/drugs, so i have to buy that anyway" and then you might as well get rid of the -ias and increase the price of the recipe

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Re: Chainfist.

Post by 13loodRaven on Wed Apr 21, 2010 8:02 am

... It is just like angel arena's idea; hammer of pain gives 10k damage, but removes 300 ias. It is the same principle, I say we develope this item so it REQUIRES a degen because its so awesomely astarte-ish.

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Re: Chainfist.

Post by ZebioLizard on Wed Apr 21, 2010 11:21 am

Except a chainfist would logically do FASTER damage then a powerfist, y'know, as pressing it in and just chaining away would do more at a faster pace then a Pfist
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Re: Chainfist.

Post by 13loodRaven on Fri Apr 23, 2010 9:41 am

No, the chainfist is just a chainsaw bayonet attached to the powerfist, with the same force field so you can hack, punch, chomp, stomp etc. So logically it would weigh more.

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Re: Chainfist.

Post by 13loodRaven on Fri Apr 23, 2010 9:50 am

Aiight, I fleshed out the item some more.

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Re: Chainfist.

Post by Grass Hopper on Fri Apr 23, 2010 2:50 pm

hmm, reading into zebio's comment, i came up with an idea... see what you think.

considering the chain addition on the fist, itll keep its damage, but have an X chance do deal a ministun and +Xsmall damage, and each proc of the ministun will have a chance to proc the stun again.

something like: 40% chance to ministun and deal 20 damage, ministuns can proc more ministuns.

this might make the item's effectivness wayy to random and potentially too powerful, but oh well it was just an idea

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Re: Chainfist.

Post by 13loodRaven on Sat Apr 24, 2010 9:09 am

But would it be an annoying ministun that stops you from attacking or casting, does it do a knockback or slow once a max of proc'd ministuns has been reached? It is a good idea, maybe one for another item though.

Or we can remove the ministun from this item completely, and give it something more unique, any suggestions?

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Re: Chainfist.

Post by Grass Hopper on Sat Apr 24, 2010 3:25 pm

there are no 'real' ministuns in the game as of yet Razz

some skills stun for .01 seconds cause they are based on storm bolt, but there are no actual ministuns incorperated into effects anywhere

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Re: Chainfist.

Post by 13loodRaven on Sun Apr 25, 2010 7:49 am

Harlequin's spells? Other spells? Or are you just referring to items?

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Re: Chainfist.

Post by Grass Hopper on Sun Apr 25, 2010 12:28 pm

fiine -.-

there are a few spells with 'mini' stuns, but im not really counting the .01 second stun on some stormbolt based skills.
firepike(0.01), vindi's ult (0.5), railgun(0.01), dance of death (0.01)
only 4 skills, and thats not really the point of the skill, while the ministun on chain would be its point.

i was thinking like a .2 second stun on this

considering the abundance of similar effects throughout the map (slow, -armor, stuns, etc.) ministuns are actually pretty unique Razz

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Re: Chainfist.

Post by 13loodRaven on Mon Apr 26, 2010 8:51 am

Can you give an item a buff, that makes your damage pure? That way we can kill the ministun bonus entirely and have a good late game item.

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Re: Chainfist.

Post by Grass Hopper on Mon Apr 26, 2010 4:57 pm

ha!

what reason does chainfist have to be pure damage?

and no, its very difficult

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Re: Chainfist.

Post by 13loodRaven on Tue Apr 27, 2010 7:55 am

Well its a super penetrating chainsaw bayonet (which in itself is super deadly, see gears of war) and that mixed with an energy field would be devestating against anything, living, organic, metal, whatever.

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Re: Chainfist.

Post by 13loodRaven on Tue Apr 27, 2010 7:55 am

As a pure damage orb effect? Give the item an autocasting ability maybe?

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Re: Chainfist.

Post by Glycine on Tue Apr 27, 2010 12:47 pm

I'll just throw in my idea into the pot and stir well.

Chainfist:

Recipe: - 1300 g
Spiky Bits - 1000 g
Power Fist - 4250 g
Emperor's Tears - 1650 g

Stats:
+20 damage, +20 str, +5 Agi/Int, +10 Regen, 20% IAS

Ability: Orb Effect. Every time the user strikes a target, 3% of his/her attack damage is done in 0.1 second intervals for 1 second until all the damage has been done or the target is attacked again. This additional damage is pure. Each damage interval has a 20% chance to ministun for 0.2 seconds. Only affects units in melee range.
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Re: Chainfist.

Post by 13loodRaven on Thu Apr 29, 2010 5:47 am

That sounds good, so if the all up damage was 200, 31 damage once per 0.1 second? As pure damage that should deal around 300 damage DoT. That would make this item a godly chasing get-and-pwn type of item.

Cost: around 14k, its alot but worth it?

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Re: Chainfist.

Post by Glycine on Thu Apr 29, 2010 9:08 am

Learn to do math xD Just kidding.

200 * 0.03 = 6 damage per 0.1 seconds --> 60 DPS as DoT.

And 14k is nearly double the cost of the most expensive item in the game. >>
I like the current cost for it, 8k exactly, as it is about as expensive as thunder hammer and gives similar benefits.
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Re: Chainfist.

Post by 13loodRaven on Thu Apr 29, 2010 9:35 am

I just divided 200 by 3, so meh.

Cost should be large, but should the DoT stack?

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Re: Chainfist.

Post by Grass Hopper on Thu Apr 29, 2010 4:40 pm

dividing by 3 is 33% Razz

and
that actually works gly

altho, that is +30% pure damage >.>
and the 20% chance *per interval* is way too much Razz
but that was the effect i was looking for, just numbers prolly need a heavy nerf.

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Re: Chainfist.

Post by 13loodRaven on Sat May 01, 2010 8:41 am

That does depend, It needs to be able to keep up with other late tier items. Also it needs to be worth the silly amount of gold that you will pour into it. But we cant get results without tests, there are buffs, armour, and a whole bunch of other things that would affect this item, even if it dealt a minor pure damage DoT.

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Re: Chainfist.

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