A Warhammer 40k MOBA by Grasshopper72
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Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

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

[Incomplete] Captain Davian Thule** - Page 3 I_vote_lcap63%[Incomplete] Captain Davian Thule** - Page 3 I_vote_rcap 63% [ 5 ]
[Incomplete] Captain Davian Thule** - Page 3 I_vote_lcap38%[Incomplete] Captain Davian Thule** - Page 3 I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete] Captain Davian Thule** - Page 3 I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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[Incomplete] Captain Davian Thule**

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[Incomplete] Captain Davian Thule** - Page 3 Empty Re: [Incomplete] Captain Davian Thule**

Post by Fromundaman Sat Oct 10, 2009 1:02 am

To be fair, you can't fully level your innate until level 19 (There's a level requirement on some innate/stat level-ups.).

Just throwing that out there.
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Post by Grass Hopper Sat Oct 10, 2009 1:09 am

really? o.o i thought it was 15? lmao oh well
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Post by Betrayer_kharn Sat Oct 10, 2009 1:30 am

well if we are going on taht theres really no way we can calcuate that because how well a psychic power does agaisnt a vehicle is even mroe luck then a human a human normally ivovle 2 rolls with normally close to a 50% chacne to kill the unit whereas a vehicle needs at least 2 and even then its a very slim chance it will get severely ijured

even still i never said its does MORE to a vehcile i simply proposed you haev it do the SAME to this vehicle as it does to humans because fomr that aspect at least every spell is an example a str 8 spell can hurt a vehicle jstu as much as it cna hurt a standard unit.

so my resposnse to your question is as follows...
its not doing MORE its doing the SAME which can be shown with green numbers then he gets standard magice reduction (maybe even mroe agains cause i proposed such) as a human because psychich powers can be jstu as effective as against vehicles as they can against humans
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Post by Grass Hopper Sat Oct 10, 2009 1:33 am

ok fair enough. thats what i was looking for.
also im thinking about the fact that a spell that was effectivly str 4 would be useless on a vehicle (i just cant think of any of those offhand... which is why i dont know weather to make it amor of %reduction)
and even an effective str 8 spell would insta-fry a human, but only be 50% effective against vehicles (12 armor here)
thats my logic for %dmg reduction
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Post by Betrayer_kharn Sat Oct 10, 2009 2:01 am

most of those spells that have low str (idk bout 4 lmao) are more than assault 1 and technically all our spells in game are assault 1 haha Razz
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Post by Grass Hopper Sat Oct 10, 2009 2:02 am

yeah, i was just throwing out some numbers Razz i meant like str 6 or w/e spells that (even tho they might fire off like 4 shots) wouldnt be very effective against vehicles.
i just need a few specific examples
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Post by Betrayer_kharn Sat Oct 10, 2009 12:56 pm

i already gave you two
bolt of change = str 8 (thts in our game and theres no way it'd do 60% damage to vehicles Razz)

eldritch storm= str 3 but as i stated not only does it let you turn the vehicle whichever way yo uwant it it does 2d6 + 3 penetration to vehicles (thts also in our game Razz)

those are jstu 2 that come to mind and im sure if you go looking you find, id say, a good majority of the spells in the 40k universe either have extra d6 for vehicles or extra effects against vehicles because id be willing to bet gw feels the same way haha its essentially concetrated warp energy Razz
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Post by Grass Hopper Sat Oct 10, 2009 12:58 pm

so im leaning towards giving massive armor then Razz
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Post by Betrayer_kharn Sat Oct 10, 2009 1:05 pm

which is wht i already said ya should do lol Razz
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Post by Fromundaman Sat Oct 10, 2009 7:36 pm

Grass Hopper wrote:really? o.o i thought it was 15? lmao oh well

I think 15 is for level 5.

I could be wrong though.



And yeah, the massive armor may be better.
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Post by Kiba[dok] Sat Oct 10, 2009 8:12 pm

Ok so i have an idea lets give him the armor and then have it also give a little % to spells because like u said its warp but couldn't/wouldn't the sm increase the armor of the ven dreds so that even if a spell hits it the dred wouldn't be effected as well as other vehicles
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Post by Betrayer_kharn Sat Oct 10, 2009 11:36 pm

i think it will be haha Razz
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Post by Kiba[dok] Sun Oct 11, 2009 8:43 pm

im put some numbers up let me know what u think of them
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Post by Grass Hopper Sun Oct 11, 2009 10:05 pm

looks good. altho u might wanna reduce the numbers slightly. dunno tho
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Post by Betrayer_kharn Sun Oct 11, 2009 10:40 pm

haha well i said we could do the extra % to spells jsut cause they are vehicle but fyi ven dreads have same armor values as norm dreds Razz
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Post by Kiba[dok] Sun Oct 11, 2009 11:45 pm

lol then he should be immune like the rest of the dreds in the game then


jk
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Post by Betrayer_kharn Mon Oct 12, 2009 12:01 am

haha dreds arent immune to psychic powers either Razz i lover tearing dreds up with a nice lil bolt of change to the face Smile
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Post by Grass Hopper Mon Oct 12, 2009 12:04 am

ven dreads get to reroll the damage table dice dont they?
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Post by Betrayer_kharn Mon Oct 12, 2009 11:36 am

yeah but thts sometimes crews you over cause it goes from a 3 or 4 to a 5 or 6 Razz
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Post by Grass Hopper Mon Oct 12, 2009 11:45 am

yeah, but thats besides the point :p

actually no, thats why hes got damage reduction with a chance of taking negatives
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Post by Betrayer_kharn Mon Oct 12, 2009 11:57 am

ok so since they have a chance to make the actual result worse (your negatives reflect what the first result would be) you have them reduce ALL damage they take by 60%.......

it lets them make their opponent reroll the die and they accept the second result not matter what so how does that translate to a constant 60% damage reduction..............
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Post by Fromundaman Mon Oct 12, 2009 12:20 pm

Wasn't it already stated it won't stay at 60% reduction?

Or was that not in the thread?
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Post by Grass Hopper Mon Oct 12, 2009 1:29 pm

because u wont make them reroll if they roll a 1 or a 2, but only if they roll a 4-6 Razz

and its *not* 60% reduction
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Post by Betrayer_kharn Mon Oct 12, 2009 9:48 pm

exactly you wont always use it so i dont think it should always be on or if you do always want it to be on that implies they would always be using so give like a 10/15/20/25/30% cahcen to be hit for like 1 dmg after every few atks or so so that the bad things would have a chance of happening more

this would reflect it constantly being on which means u r constantly using it so there is a chacne it could do bad and 1 dmg does hurt but it does trigger the 12% to get an ill effect
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Post by Glycine Thu Feb 11, 2010 2:55 pm

Davian Thule is not someone I like*stupiddestroyingevidenceofchaostaint*. That's all I need to say about him.

About your character, however..

Your innate is troubling. Considering that Commie can summon his flashlights and have them proc 100000 vehicle effects on you, that's not a good thing. You need to have some sort of damage threshold at which a vehicle effect can proc and any damage below that threshold will be considered to have bounced off and done relatively nothing.

You also might want to reduce the negative values off the vehicle effects to ensure he isn't crippled as soon as he goes into combat.

His other skills are very grey-toned, though. Perhaps they could be reimagined/remade to be a little cooler? Don't get me wrong, I like what you have so far. But I want his skills to reflect the awesomeness that is a dreadnought.
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