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Re: v1.13c Discussion

Posted: Mon Aug 24, 2009 3:40 pm
by FannyShaver
Question about Taint. 600 damage max, what does it mean? That 6 struck foes will take 100dmg each?

Re: v1.13c Discussion

Posted: Mon Aug 24, 2009 6:00 pm
by Rising_Dusk
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.

Re: v1.13c Discussion

Posted: Mon Aug 24, 2009 10:45 pm
by Fledermaus
I think he meant can it damage 4+ targets if the damage it does to the first 3 is less than 600.

Re: v1.13c Discussion

Posted: Mon Aug 24, 2009 10:59 pm
by Rising_Dusk
It deals 200 damage per target whether that 200 damage overkills or not.

Re: v1.13c Discussion

Posted: Tue Aug 25, 2009 7:05 am
by assassingao
Max targets are 3?
If more than 3 is in AoE, only random 3 of them will be hit?

Re: v1.13c Discussion

Posted: Tue Aug 25, 2009 9:13 am
by TheDeathstalker
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...

Re: v1.13c Discussion

Posted: Tue Aug 25, 2009 9:53 am
by Rising_Dusk
It hits 2 semi-random targets in the AOE and always the main struck unit. (The one that gets crippled)

Re: v1.13c Discussion

Posted: Thu Oct 08, 2009 8:45 am
by Greenspawn
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 :)

Re: v1.13c Discussion

Posted: Tue Oct 20, 2009 9:44 pm
by Rising_Dusk
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)

Re: v1.13c Discussion

Posted: Wed Oct 21, 2009 1:17 am
by Fledermaus
Dusk I love you.

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

Re: v1.13c Discussion

Posted: Wed Oct 21, 2009 2:39 pm
by Oxygen
I feel that even the new taint is absolutely ridiculous when it comes to mopping creeps.

Re: v1.13c Discussion

Posted: Wed Oct 21, 2009 3:13 pm
by Rising_Dusk
Agreed, it needed the nerf and I think it's okay finally.

Re: v1.13c Discussion

Posted: Wed Oct 21, 2009 4:23 pm
by 2-P
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?

Re: v1.13c Discussion

Posted: Wed Oct 21, 2009 4:31 pm
by Rising_Dusk
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.