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Feugan's Feel No Pain remake
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Feugan's Feel No Pain remake
ok, i might have mispeled the name... but the fire dragon phoenix lord, burning lance! that guy!
his feel no pain needs a remake, what should it do? (i want to keep it feel no pain tho, so dont go suggesting other skills)
his feel no pain needs a remake, what should it do? (i want to keep it feel no pain tho, so dont go suggesting other skills)
_________________
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And unto the masses, He doth spoke:
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Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
Ack. I thought other skills would have been better but uhhh... okay. Time to get the thinking caps on...
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Feugan's Feel No Pain remake
Hm.
Let's see. Feel No Pain does not allow a save from the following types of damage entities:
AP 1 & 2
Power Weapon
Instant Death (double T)
Grants no Armor Save, ever, against anything, as a special rule and not a result of AP denying armour saves.
So basically the interpretation is that the skill will reduce damage from all types of attacks except from large amounts of damage dealt in a single blow, pure damage, or really powerful spells.
To adjust for this, perhaps the skill should reduce all damage below a certain amount by a certain %, but any damage incurred above that threshold is taken as the full damage.
Also, because of feel no pain, fuegan's movement and attack speed should not be as affected by minor debuffs, but should be affected by major ones (like those as a result of an ult).
Let's see. Feel No Pain does not allow a save from the following types of damage entities:
AP 1 & 2
Power Weapon
Instant Death (double T)
Grants no Armor Save, ever, against anything, as a special rule and not a result of AP denying armour saves.
So basically the interpretation is that the skill will reduce damage from all types of attacks except from large amounts of damage dealt in a single blow, pure damage, or really powerful spells.
To adjust for this, perhaps the skill should reduce all damage below a certain amount by a certain %, but any damage incurred above that threshold is taken as the full damage.
Also, because of feel no pain, fuegan's movement and attack speed should not be as affected by minor debuffs, but should be affected by major ones (like those as a result of an ult).
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Feugan's Feel No Pain remake
i was going to reply to this, but my net died -_-
anywho!
so if it reduces attacks below a certain threshold, whats it gona be?
cause if its 100 damage threshhold (lets say, random number) then early game its gona rape heroes' attacks, and still take dmg vs spells, and then late game when heroes aer doing 150+ damage then it will be totally useless.
and as far as im aware, theres no way to distinguish between ult and non-ult debufs (without making him magic imune) -altho an idea is to give him an atimagic shell for like .5seconds when a spell is cast on him, which would avoid some debuffs... and ults would still pass through.
also, once we do come up with a solid idea, i think it should be based off str.
(or, make it so that the less damage it does, the more he reduces it, like...
reduces damage equal to .5xstr% starting at 50 damage, and every x damage over 50, it reduces it 10% less, up to 600 damage.)
or something like that
anywho!
so if it reduces attacks below a certain threshold, whats it gona be?
cause if its 100 damage threshhold (lets say, random number) then early game its gona rape heroes' attacks, and still take dmg vs spells, and then late game when heroes aer doing 150+ damage then it will be totally useless.
and as far as im aware, theres no way to distinguish between ult and non-ult debufs (without making him magic imune) -altho an idea is to give him an atimagic shell for like .5seconds when a spell is cast on him, which would avoid some debuffs... and ults would still pass through.
also, once we do come up with a solid idea, i think it should be based off str.
(or, make it so that the less damage it does, the more he reduces it, like...
reduces damage equal to .5xstr% starting at 50 damage, and every x damage over 50, it reduces it 10% less, up to 600 damage.)
or something like that
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
Grass Hopper wrote:
also, once we do come up with a solid idea, i think it should be based off str.
(or, make it so that the less damage it does, the more he reduces it, like...
reduces damage equal to .5xstr% starting at 50 damage, and every x damage over 50, it reduces it 10% less, up to 600 damage.)
or something like that
The only problem I see with this is that creeps won't do very much to him. That being said, it seems good.
Is there any way we could make it into/give it an active component though?
Fuegan is a very passive hero...
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Feugan's Feel No Pain remake
3 actives? 
altho a burst nuker can never be very active
edit: and its not a flat number reduction, its a %reduction (im saying .5 of his str) so hell only be reducing creep damage by like 30% mid-late game

altho a burst nuker can never be very active
edit: and its not a flat number reduction, its a %reduction (im saying .5 of his str) so hell only be reducing creep damage by like 30% mid-late game
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
Ah, gotcha.
Well, yes and no. I don't think many people get the armor skill till they're maxed out, since it isn't quite as good as his other skills (And you know, it's something you use before firespike then forget about anyway).
Well, yes and no. I don't think many people get the armor skill till they're maxed out, since it isn't quite as good as his other skills (And you know, it's something you use before firespike then forget about anyway).
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Feugan's Feel No Pain remake
fair enough 

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
Feel No Pain
fuegan can shrug off damage that would incapacitate most others. reduces all damage under 50/65/80/95/110/125 by a % equal to .5x his strength. any damage above is reduced less, up to 200/220/240/260/280/300 damage.
math: assume 70 str, level 6 innate.
any damage below 125 is reduced by 35%. any damage above 125 is reduced less, up to 1% reduction to 300 damage.
so at 200 damage, it would block 14.7% of the damage (if my math is right?)
fuegan can shrug off damage that would incapacitate most others. reduces all damage under 50/65/80/95/110/125 by a % equal to .5x his strength. any damage above is reduced less, up to 200/220/240/260/280/300 damage.
math: assume 70 str, level 6 innate.
any damage below 125 is reduced by 35%. any damage above 125 is reduced less, up to 1% reduction to 300 damage.
so at 200 damage, it would block 14.7% of the damage (if my math is right?)
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
That sounds pretty good.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Feugan's Feel No Pain remake
also, values are post damage reduction... so it might be too strong... but we'll see thats a numbers thing.
does the concept seem good? or does it need to change?
does the concept seem good? or does it need to change?
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: Feugan's Feel No Pain remake
It seems good to me. As you always say, numbers are easy to tweak.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24

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