v1.13c Discussion

This is where all random discussion about DoE goes. If it doesn't feel like it fits anywhere else but is still related to the map, this is the place to post it.
FannyShaver
Champion Noobite
Posts: 33
Joined: Sun Jan 25, 2009 8:15 pm

Re: v1.13c Discussion

Post by FannyShaver » Mon Aug 24, 2009 3:40 pm

Question about Taint. 600 damage max, what does it mean? That 6 struck foes will take 100dmg each?

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Mon Aug 24, 2009 6:00 pm

Taint deals 200 damage per unit it hits. With a 600 damage max, this means that up to 3 units (including the primary struck foe that gets crippled) will be hit only. This limits its squad-clearing capacity substantially against larger squads, but keeps it happy against single targets for chasing.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

User avatar
Fledermaus
Keeper of the Keys
Posts: 354
Joined: Fri Feb 01, 2008 9:55 am
Location: New Zealand
Contact:

Re: v1.13c Discussion

Post by Fledermaus » Mon Aug 24, 2009 10:45 pm

I think he meant can it damage 4+ targets if the damage it does to the first 3 is less than 600.

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Mon Aug 24, 2009 10:59 pm

It deals 200 damage per target whether that 200 damage overkills or not.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

User avatar
assassingao
Teh UBER Typist
Posts: 999
Joined: Wed Jan 16, 2008 12:56 pm

Re: v1.13c Discussion

Post by assassingao » Tue Aug 25, 2009 7:05 am

Max targets are 3?
If more than 3 is in AoE, only random 3 of them will be hit?

User avatar
TheDeathstalker
Keeper of the Keys
Posts: 476
Joined: Fri May 30, 2008 11:17 pm

Re: v1.13c Discussion

Post by TheDeathstalker » Tue Aug 25, 2009 9:13 am

I'd wager the closest three to the impact point. It's really not that strange, seeing as there's a melee ability that follows the same rules on the Dreadlord, if you recall...
And though you come out of each gruelling bout,
All broken and beaten and scarred,
Just have one more try—it’s dead easy to die,
It’s the keeping-on-living that’s hard.

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Tue Aug 25, 2009 9:53 am

It hits 2 semi-random targets in the AOE and always the main struck unit. (The one that gets crippled)
"I'll come to Florida one day and make you look like a damn princess." ~Hep

Greenspawn
Keeper of the Keys
Posts: 434
Joined: Fri Jan 18, 2008 4:50 pm
Location: Massachusetts

Re: v1.13c Discussion

Post by Greenspawn » Thu Oct 08, 2009 8:45 am

I freaking love Rikter. He's one of the heroes that FEELS real, you know? Like how conditions affect how he moves with skills. I think this should be implemented (or at least tried) in other heroes, because this would definitely add a new dimension to the operation of other heroes, and would set DoE apart more from other AoS's, because I do agree, it is becoming more like DotA, although it still is the best one out there :)
Math is # |e^iπ|
"I can't imagine getting hit by a giant rock and not being maimed or crippled or ruined" -Dusk

Logue: Please replace the toilet paper when you use it all. For some reason my 5 year old son believes if it's not there he does not have to wipe.

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Tue Oct 20, 2009 9:44 pm

So because AR isn't done yet with Evairnophet's texture, I decided to do a few more edits to the map in my spare time to help it along its way to awesomeness.

Code: Select all

[X] - Fixed AOE indicator spell behavior so that all highlighted units are considered
I'd just like to point out that the net effect of this on a map-scale is that all AOE spells will have a slightly wider perceived area of effect. All AOE spells that have AOE indicators will now deal damage properly to everything the game highlights as green when you cast them. (A good test of this in 1.13c is to try it with Abolish and notice how it doesn't work; in 1.14 it will)
"I'll come to Florida one day and make you look like a damn princess." ~Hep

User avatar
Fledermaus
Keeper of the Keys
Posts: 354
Joined: Fri Feb 01, 2008 9:55 am
Location: New Zealand
Contact:

Re: v1.13c Discussion

Post by Fledermaus » Wed Oct 21, 2009 1:17 am

Dusk I love you.

Now how about making taint actually do 600 damage, not just damage 3 targets :p

User avatar
Oxygen
Grandmaster of Grammar
Posts: 1281
Joined: Thu Jan 17, 2008 6:14 pm

Re: v1.13c Discussion

Post by Oxygen » Wed Oct 21, 2009 2:39 pm

I feel that even the new taint is absolutely ridiculous when it comes to mopping creeps.

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Wed Oct 21, 2009 3:13 pm

Agreed, it needed the nerf and I think it's okay finally.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

User avatar
2-P
Revenent of the Replies
Posts: 328
Joined: Wed Feb 13, 2008 11:18 am

Re: v1.13c Discussion

Post by 2-P » Wed Oct 21, 2009 4:23 pm

Rising_Dusk wrote:So because AR isn't done yet with Evairnophet's texture
The perfect time to work on Aot3. =P
*pressure* *pressure*
Rising_Dusk wrote:I'd just like to point out that the net effect of this on a map-scale is that all AOE spells will have a slightly wider perceived area of effect. All AOE spells that have AOE indicators will now deal damage properly to everything the game highlights as green when you cast them.
What did you do to achieve that? Did you find the magic number that closes the gap between the aoe indicator and the actual radius?
Humans don't have the patience to wait even ten minutes for something!

User avatar
Rising_Dusk
Chosen of the Intargweeb
Posts: 4031
Joined: Sat Dec 15, 2007 1:50 pm
Contact:

Re: v1.13c Discussion

Post by Rising_Dusk » Wed Oct 21, 2009 4:31 pm

No, I went through the entire map and replaced a native call with a wrapper function that uses IsUnitInRangeXY internally to include units whose collision spheres intersect with the AOE indicator. There is no magick number that closes the gap between AOE indicator and actual radius because every unit's collision sphere size isn't the same value.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

Post Reply

Return to “Updates & Discussion”