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Chainfist.
+3
Fairemont
Glycine
13loodRaven
7 posters
Page 2 of 3
Page 2 of 3 • 1, 2, 3
Re: Chainfist.
Eh? what are you on about cell? Oh and start up ur bot more often plz
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
You're not necessarily punishing them if the offensive output of the item counterbalances the decrease in attack speed, are you?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Chainfist.
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
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
Re: Chainfist.
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.
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.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Chainfist.
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
*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
Re: Chainfist.
... 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.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Chainfist.
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.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
Aiight, I fleshed out the item some more.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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
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
Re: Chainfist.
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?
Or we can remove the ministun from this item completely, and give it something more unique, any suggestions?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
there are no 'real' ministuns in the game as of yet
some skills stun for .01 seconds cause they are based on storm bolt, but there are no actual ministuns incorperated into effects anywhere
some skills stun for .01 seconds cause they are based on storm bolt, but there are no actual ministuns incorperated into effects anywhere
Re: Chainfist.
Harlequin's spells? Other spells? Or are you just referring to items?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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
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
Re: Chainfist.
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.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
As a pure damage orb effect? Give the item an autocasting ability maybe?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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.
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.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Chainfist.
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?
Cost: around 14k, its alot but worth it?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
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.
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.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Chainfist.
I just divided 200 by 3, so meh.
Cost should be large, but should the DoT stack?
Cost should be large, but should the DoT stack?
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: Chainfist.
dividing by 3 is 33%
and
that actually works gly
altho, that is +30% pure damage >.>
and the 20% chance *per interval* is way too much
but that was the effect i was looking for, just numbers prolly need a heavy nerf.
and
that actually works gly
altho, that is +30% pure damage >.>
and the 20% chance *per interval* is way too much
but that was the effect i was looking for, just numbers prolly need a heavy nerf.
Re: Chainfist.
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.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
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