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 Bash Crit Pulverize

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Glorn2
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PostSubject: Re: Bash Crit Pulverize   Wed Oct 20, 2010 11:03 pm

the comparison is that pure damage cannot be reduced by anything, ever.

at first duel, a 200 damage spell does 180 damage. a 200 damage attack does about 150 damage, 200 pure damage is 200 pure damage.

At level 30, a 1000 damage spell does 250 damage, a 1000 damage attack does 200 damage, 1000 pure damage is 1000 pure damage.

do you understand at all that in order for any type of pure game ability to be added to the game, it would have to be balanced for late game? Do you get that point at all? This would make it completely useless for early game, and half useless for mid game, and completely useless for farming all game.

What would an offensive skill, that does a lot of damage, and is only really viable as a late game ability have in common with death strike... hmmm... Could it be, that it would be the same niche being filled? Like, the same eact niche? Like a smaller difference than frost fall compared to barrage?

Then you add in all of the balancing that would have to go into a pure damage skill, and the fact that balancing a pure damage skill would mean that it is mostly unusable to the vast population; with except to people who play to level 40, in AFK matches.

Just seems like an annoyance for a skill that we already know will either be OP, or unused.

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PostSubject: Re: Bash Crit Pulverize   Wed Oct 20, 2010 11:44 pm

but its not like im suggesting a skill that does that much pure damage should scale that highly into late game... even right now pulverize is like 200 aoe damage at the higher levels. so if it does do 200 damage lets say at lvl 30 every 2 seconds, thats doesn't seem too crazy imba and it seems like a great skill for auto attack farmers. 200 damage in an aoe allows them to farm well and PvP reasonably. i don't know how this is imba, you can just turn the precentage to splash way up and teh amount of damage way down that way it will be very counterable with any damage block... say at lvl 1 30 pure damage splash every attack at lvl 15 100 pure damage splash per attack. that seems reasonable. and not terribly bad for farming at all. the weakness of course would be damage block from any item or skill would completely own it...
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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 12:18 am

im not sure how many times I can say it,

"Pure damage is not reduced by damage block" so your suggestion above, though is a good idea, is null.

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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 12:38 am

but if you just say its "pure damage" and code it as chaos damage it works perfectly with the right scaling? like i sugggested before?
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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 1:59 am

chaos damage isnt pure damage though? it is still reduced by armor.

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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 2:31 am

well not chaos you can set a new damage type if you wish something that would not be reduced by hero armor at all
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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 10:28 am

I'm not sure you understand how damage types and armor types work. On top of that, triggered damage still isnt reduced by attack damage reduction. That -400 damage a shield offers, is ONLY from an auto attack. It would be cool if it worked for all attack types though... Imagine blocking 800 spell damage from a cast...

Anyway, with exception to pure damage, all damage types are reduced by armor, OR spell damage reduction. Triggered damage is not reduced by damage reduction though.

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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 7:50 pm

i am 100% sure there is a way to do this... i think it might involve an armor detection system but i don't think so.


cause spectre was able to do this like 10000 versions ago in DoTA ill have to search for it
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PostSubject: Re: Bash Crit Pulverize   Thu Oct 21, 2010 8:17 pm

if you were to run all stats through variables, this would be completely possible. a unit obtains something with damage reduction, set variable (damage-redution[player number of owner of obtained item] then later, any triggered damage they take, reduce by that variable.

This is the same way you can add things that increase spell damage. however, I am not going to go through and assign variables to all of the various stats in the game.

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PostSubject: Re: Bash Crit Pulverize   Fri Oct 22, 2010 1:30 pm

as always thats up to you
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PostSubject: Re: Bash Crit Pulverize   Fri Oct 22, 2010 7:02 pm

in an RPG or a game with limited, set heroes, with set abilities; this would be pretty easy to do. Well, it would be hard, but completely doable. In CHA it would be about 2 months worth of work; and would add easily 100 pages to the map script.

Granted, it would be cool, and would allow me to add new, unique stat aspects to the game, as CHA is already pushing the limits of triggers in a map, I dont feel it would be a good use of resources.

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