Arena Legends

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13lade619

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preview for new hero...

Original
http://www.playdota.com/forums/94282/int-sent-corvus-celestial-sage/
by xan029

*stats are < level 1, level 10 >

Corvus the Dark Mage

+ high spell damage
+ saves manacost for allies
+ burns opponent mana often

- low attack damage for an int hero
- low hp
- very dependent on current mana



Volatile Reaction (Active, Single, Ministun)

Corvus projects 17% of his current mana into an unstable orb of energy,
dealing <75, 165>% of the mana spent in damage and stunning the target for <0.5, 2.3> seconds.

Cooldown : 9 seconds.



Energy Flux (Aura, Replenish/Burn)

Corvus's power disrupts the energy flow in the area around him.

30% of the time, allies recover <25, 70>% of their mana spent on spells while enemies will consume <25, 70>% more mana upon casting and will suffer damage equal to the mana burned.



Rift (AoE Damage)

<75, 255> mana

Corvus briefly tears a rift through time and space, dealing <65, 245> damage to enemy units in an area.

Each consecutive Rift within 10 seconds of each other deals 75 more damage, but also consumes 75 more mana.

Cooldown : <6, 4.2> seconds.


*Note on Rift:
1st cast: base, 2nd cast: base+75, 3rd cast: base+75+75, 4th cast: base+75+75+75...



Disrupt (Active, Single, Stun)

<160, 475> mana

Corvus distabilizes the target's mana pool, causing a volatile explosion 4 seconds later.

Burns up to <145, 415> mana and deals equal damage the to target and to enemy units within range.

Cooldown : 12 seconds.



Siphon Mana (Active, Single)

The Dark Mage drains <20, 101> mana per second from an enemy.

Siphon Mana can push Corvus' mana over its maximum value, though excess mana drains off rapidly if not used.

Lasts 10 seconds.

Cooldown : 23 seconds.
 

Zack1996

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That's interesting. A mana freak hero xD

Well, I'd love to see it soon. Good luck on production :D
 

13lade619

is now a game developer :)
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399
New Version Up for download!!

//======================================================
Found any bugs / weird stuff ?
Got comments / suggestions / reactions ?
Post them here.


Changelog NEW version:

Gameplay:
Added Neutral Special Buffs upon killing specific Neutrals (LoL based).
Reduced casting times overall.
Reduced XP gain.
Increased Honor gain by Hero kill and Core destruction.
Removed honor gain by tower siege.
Initial goal set to 1400 Honor Points.
Modified armor reduction tables against Hero, Spell and Magic type damage.
Added 2 more levels to creep upgrades, faster upgrading.
Some 'boss' neutrals strengthened.

Heroes:
NEW : Dark Mage.
Increased Drown speed (Leviathan)

Misc:
Updated several systems for 1.24b compatibility.
Cooldowns now shown on tooltips.
Moved private stash elsewhere.
Damage text is now RED.
Fixed hero kill display message.
Removed artificial hero glow.
Updated combo system coding to KT.
Recoded Unholy Presence.
Recoded Obliterate.
Fixed 'light' bug on massive impact.




*Neutral Rune Bonuses
-there are 5 Neutral monster types that will buff you with their respective runes when you defeat them.
-the runes provide your hero powerful bonuses that should help you defeat your opponents.
-runes do not stack on each other, only one can be active per hero. you must wait for the first one to fade before acquiring another.
--Mark of the Frost Wolf - will grant 25% more movement speed for 80 seconds.
--Ogre Magi's Warding - will grant +30 armor for 90 seconds.
--Arachnathid Venom - for 90 seconds, your attacks will deal 65 damage per second for 3 seconds. (reduced by magic reduction).
--Infinite Mana Flux - will grant 55 mana regen per second for 45 seconds.
--Dragon's Fury - aura will grant 40%attack speed for 80seconds.



Download Available!
http://www.epicwar.com/maps/116833/
 

13lade619

is now a game developer :)
Reaction score
399
//======================================================
Found any bugs / weird stuff ?
Got comments / suggestions / reactions ?
Post them here.


Changelog NEW version:

Gameplay:
Neutrals are now invulnerable before 100 seconds.
Reduced initial goal to 700 HP.
Separated shops for easier viewing.
Creep Acquisition reduced.
Fixed bug on Mystic Orb item.

Heroes:
Corvus nerfed!.
Paladin Smite nerfed!
Reduced mana cost for some abilities

Misc:
New mini-stat board.
Added board icon for Corvus.

Upcoming Stuff:
Look forward to a more 'standardized' item system different from the original Wc3.
>> Stackable Evasion, Crit, Lifesteal...





Download < Legends 1.1b > Now!
http://www.epicwar.com/maps/117758/
 

13lade619

is now a game developer :)
Reaction score
399
Upcoming Stuff:
Look forward to a more 'standardized' item system different from the original Wc3.
>> Stackable Evasion, Crit, Lifesteal...
well, i finished the codes/system for stacking Evasion, Crit chance and Lifesteal..
it was faster/easier than i thought.

i'll have to rebalance some numbers on the items though.
and make more items that reflect the system better.
 

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Zack1996

Working on a Map
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Haven't really been following what the Mini-Stats system is about.

Anyway, new on-attack effects would be nice. Instead of the usual lifesteal, evasion, critical etc, it would be cool to have things like:
Chance to Splash
Chance to Endure (makes you take damage at the end of combat, or 2 seconds after you stop fighting, instead of taking damage on the spot)

Anyway, will test out the new version online soon.
 

13lade619

is now a game developer :)
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399
i'm thinking of linking 3 new substats with the main ones.

Base Evasion > takes 12% of Agi
Base Critical Chance > takes 12% of Str
'Spell Power' > takes 20% of Int..

like that.. spell power will have to wait till the later version since i'll redo almost all the abilities for that,
 

13lade619

is now a game developer :)
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UPDATE!! UPDATE!! UPDATE!!


ChangeLog
Gameplay <New Items>
*Overall bonus damage by items increased.

Lifesteal
-from items only.
-percentages stack with diminishing returns.


Gameplay <New SubStats System>
*SpellPower not yet implemented.. more on next version

Evasion :
-base value = 5% + Agi x 0.12
-percentages stack with diminishing returns.

Critical
-base multiplier is 2x normal damage
-base value = 5% + Str x 0.12
-^because the stronger you are, the harder you hit.
-percentages stack with diminishing returns.

Spell Power
-base is 0.75 x Int
-soon..
-will be used to powerup some abilities.
-not all because some will be imba...


Gameplay <New EventBasedStatGrowth>
*Activates lvl 17 onwards.
*Cause heroes reach level cap early on.
*Caps increase per level, lvl 30 caps shown:

@ Lvl 30
Gain 1 Agi per 21 attacks
Gain 2 Str per 700 damage taken
Gain 2 Int per 16 spells cast


Gameplay <others>
Gold/sec reduced
Gold drops reduced to 85.
Updated Quests Tab


Soon:
Spellpowered Abilities and Items.
Newbies' Guide in-game.
 

avalya

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How does the diminishing return work? After every item, each consecutive one with a stat of the same (lifesteal/evasion/critical) has a 33% lower value or so?

Or for every item after the first one, they decrease the total value by 10/15/20% or so?
 

Zack1996

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How does the diminishing return work? After every item, each consecutive one with a stat of the same (lifesteal/evasion/critical) has a 33% lower value or so?

Or for every item after the first one, they decrease the total value by 10/15/20% or so?
I believe it works like:
Current Effect % + ((100% - Current Effect %) * New Effect Percent)

So if you already have 10% life steal, another 10% lifesteal would just give 19%, not 20%.

Anyway, the game is getting really interesting. There are many cool features. However, the Dragon is really powerful. Maybe it should be a single boss creep instead of being guarded by loads of smaller creeps. If so, it would need slight buffs.

One last thing. There seems to be little items for caster heroes, only 2 items actually directly affect their casting abilities.

OFFTOPIC: So you play LoL? What's your IGN? I wanna add you xD
 

avalya

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I'd go with a 2x reduction if that's how the diminishing return works, making 10% + 10% = 18%, seems somewhat more balanced on higher levels.
 

13lade619

is now a game developer :)
Reaction score
399
> Claws of attack doesn't add attack points....
sry for that, i was using the claws for the basic crit. i forgot to readd its abilities.

>How does the diminishing return work?
based on this formula:
http://www.thehelper.net/forums/showpost.php?p=376865&postcount=6
..all diminishing returns are based on those.

>One last thing. There seems to be little items for caster heroes, only 2 items actually directly affect their casting abilities.
with the addition of the spellpower in the next version, i'll make more caster items.
 
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