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MacroHard
03-11-2012, 04:06 PM
Basic Hero Info

Str 19 + 2.2
Agi 22 + 2.6
Int 14 + 1.7

Attack Range 600
Movespeed 310
Turnrate 450

Armor -0.10 + 3.08 (agi)
Base Attack Cooldown 1.7
Base Damage 23-29 + 22 (agi)

«game/resources0.s2z/heroes/gunblade/»

hero.entity


<hero
name="Hero_Gunblade"

team="Legion"
icon="icon.tga"
portrait="icon.tga"
model="model.mdf"
skin=""

passiveeffect="effects/body.effect"
spawneffect=""
respawneffect="/shared/effects/respawn.effect"
selectedsound="sounds/voice/select_%.wav"
selectedflavorsound="sounds/voice/select_flavour_%.wav"
confirmmovesound="sounds/voice/move_%.wav"
confirmattacksound="sounds/voice/attack_%.wav"
nomanasound="sounds/voice/no_mana.wav"
cooldownsound="sounds/voice/cooldown.wav"
announcersound="sounds/voice/select_4.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"

preglobalscale="1.5"
modelscale="1"
effectscale="1"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="0 0 64"

category="physical"
difficulty="2.5"
movespeed="310"
turnrate="450"
turnsmoothing="0.05"

maxhealth="150"
healthregen="0.25"
maxmana="0"
manaregen="0.01"

armor="-.1"
magicarmor="5.5"

inventory0="Ability_Gunblade1"
inventory1="Ability_Gunblade2"
inventory2="Ability_Gunblade3"
inventory3="Ability_Gunblade4"
inventory4="Ability_AttributeBoost"
inventory5=""
inventory6=""
inventory8="Ability_Taunt"

attackduration="1000"
attackactiontime="400"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="29"
attacknumanims="2"
attackoffset="-20 90 135"
attackprojectile="Projectile_StrafeAttack"
attackrange="600"
attackstarteffect=""
attackactioneffect="effects/attack_action.effect"
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"

aggrorange="800"
sightrangeday="1800"
sightrangenight="800"
wanderrange="250"

corpsetime="3300"
corpsefadetime="3000"
corpsefadeeffect="/shared/effects/corpse_sink.effect"

primaryattribute="Agility"
strength="19"
strengthperlevel="2.2"
agility="22"
agilityperlevel="2.6"
intelligence="14"
intelligenceperlevel="1.7"

previewmodel="preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.35"

storemodel="preview.mdf"
storepos="0 0 -20"
storeangles="0 0 0"
storescale="1.35"
>
<recommendeditem name="Item_ManaPotion" />
<recommendeditem name="Item_MinorTotem" />
<recommendeditem name="Item_RunesOfTheBlight" />
<recommendeditem name="Item_HealthPotion" />
<recommendeditem name="Item_HomecomingStone" />

<recommendeditem name="Item_Soulscream" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Steamboots" />
<recommendeditem name="Item_Gloves3" />
<recommendeditem name="Item_Pierce" />
<recommendeditem name="Item_ManaBurn2" />
<recommendeditem name="Item_Weapon3" />
<recommendeditem name="Item_StrengthAgility" />
<recommendeditem name="Item_Lightning2" />
<recommendeditem name="Item_BehemothsHeart" />
<recommendeditem name="Item_Evasion" />
</hero>



Ability 1 - Crippling Slugs

Fires three shots in rapid succession. Each shot deals physical damage and applies a stacking movement slow to all targets hit.

Mana 100
Cooldown 12
Cast range 700 (casting beyond this will fire ability 700 distance in that direction)
Cast action time 0

Fires one shot every 200 ms (first shot happens at 0 ms, final shot happens at 400 ms)
Shots travel for 700 distance at 2500 speed (280 ms lifetime)
Shots have touch radius of 70 units

All enemies struck by the shot take 30/50/70/90 physical damage and a 8/11/14/17% stacking movement slow
Movement slow is a transferable debuff that lasts for 3 seconds
Maximum of 3 charges on the movement slow, up to 51% slow (so using Restoration Stone or duplicate hero mode will not provide 4+ stacks)

Effect type is physical for both damage and slow

«game/resources0.s2z/heroes/gunblade/ability_01/»

ability.entity

<ability
name="Ability_Gunblade1"

icon="icon.tga"

anim="ability_1"
casttime="400"
castactiontime="0"

maxlevel="4"
requiredlevel="1,3,5,7"

actiontype="target_position"
casteffecttype="Physical"
targetscheme="organic_enemy_units"
casteffect=""

passiveeffect=""

manacost="100"
cooldowntime="12000"
frontqueue="true"
inheritmovement="true"
noturntotarget="false"

range="700"
forcerange="700"
allowoutofboundscast="true"
allowoutofrangecast="true"

showlinecast="true"
linecastwidth="70"
linecastrange="700"

>
<onimpact>
<spawnunit name="Gadget_Gunblade_Ability1" target="target_position" proxy="this_entity" pushentity="true" />
<applystate name="State_Gunblade_Ability1_Action" duration="400" proxy="stack_entity" target="source_entity" />
</onimpact>

</ability>

projectile.entity


<projectile
name="Projectile_Gunblade_Ability1"

speed="2500"
gravity="0"

modelscale=".45"
model="effects/projectile/bullet.mdf"

traileffect="effects/projectile/trail.effect"
deatheffect="effects/projectile/death.effect"
canturn="0"

flying="true"
flyheight="120"

touchradius="70"
touchradiusdiradjust="true"
maxtouchespertarget="1"
touchtargetscheme="organic_enemy_units"
toucheffecttype="Physical"
>
<onimpact>
<kill target="proxy_entity" source="" />
</onimpact>

<ontouch>
<playeffect effect="effects/projectile/impact.effect" target="target_entity" source="target_entity" />
<combatevent effecttype="AbilityBasedProjectile">
<onimpact>
<damage effecttype="Physical" amount="30,50,70,90" b="1" op="mult" />
<applystate name="State_Gunblade_Ability1_Slow" target="target_entity" duration="3000" />
</onimpact>
</combatevent>
</ontouch>
</projectile>


state_action.entitly


<state
name="State_Gunblade_Ability1_Action"

ishidden="true"
immobilized2="true"
impactinterval="200"
modifierkey="Gunblade_1_active"
>
<onframe>
<condition target="source_entity" test="hastrait stunned or hastrait silenced">
<expire />
</condition>
</onframe>
<oninflict>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="25 75 -200" />

<playeffect effect="effects/gun_right.effect" target="source_entity" />
</oninflict>

<onimpact>
<spawnprojectile name="Projectile_Gunblade_Ability1" source="source_entity" target="this_proxy_position" proxy="stack_entity" offset="-25 75 -200" />

<playeffect effect="effects/gun_left.effect" target="source_entity" />
</onimpact>

<onexpired>
<kill target="proxy_entity" source="" />
</onexpired>
</state>

state_slow


<state
name="State_Gunblade_Ability1_Slow"

icon="icon.tga"
passiveeffect="effects/state.effect"

movespeedslowpercharge="0.08,0.11,0.14,0.17"
maxcharges="3"

effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<addcharges count="1" />
</oninflict>
<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>


Ability 2 - Demonic Shield

Creates a shield on himself that absorbs all incoming damage while increasing movement speed

Mana 65
Cooldown 18
Cast range self
Cast action time 200

Damage absorbed is 60/100/140/180 + 0.75/1.00/1.25/1.50*agility
Grants 20/40/60/80 bonus to base movement speed

Shield lasts for 8 seconds or until depleted
Movement speed lasts for full 8 seconds even if shield is depleted

Maximum shield strength of 550 damage
Maximum shield strength occurs at 246.7 agility

Shield absorbs 100% of post-mitigated damage (all damage types)

Order that multiple shields block damage:
Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accursed Fire Shield/Demonic Shield -> Actual Health Pool
For shields within the same rank (separated by "/"), order works on a first-in-first-out basis. For example, if Barrier Idol is applied before Chipper's Shield then the Barrier Idol will block damage first.

Effect type is status buff, and can be purged or transfered

«game/resources0.s2z/heroes/gunblade/ability_02/»

ability.entity


<ability
name="Ability_Gunblade2"

statuseffecttooltip="State_Accursed_Ability2"
icon="icon.tga"
passiveeffect=""

anim="ability_2"
casttime="200"
castactiontime="200"

maxlevel="4"
requiredlevel="1,3,5,7"

frontqueue="true"

actiontype="no_target"
targetscheme="self"
manacost="65"
cooldowntime="18000"
casteffecttype="Magic"

>
<onimpact>
<applystate target="source_entity" name="State_Gunblade_Ability2" duration="8000" />
</onimpact>
</ability>


state.entity


<statenetaccum
name="State_Gunblade_Ability2"

icon="icon.tga"
passiveeffect="effects/state.effect"
effecttype="StatusBuff"
allowtransfer="true"

movespeed="20,40,60,80"

displaylevel="true"

shield="true"
maxaccumulator="550"
>
<oninflict>
<setvar1 source="source_entity" a="source_agility" b="0.75,1,1.25,1.5" op="mult" />
<setaccumulator value="result" valueb="60,100,140,180" valueop="add" />
</oninflict>

<ondamaged>
<setvar0 a="source_damage" b="1" op="mult" />
<compare a="var0" b="accumulator" op="ge">
<evaluate a="var0" b="accumulator" op="sub" />
<changedamage b="result" op="min" />
<expire />
</compare>
<else>
<changedamage b="0" op="mult" />
<evaluate a="accumulator" b="var0" op="sub" />
<setaccumulator value="result" />
</else>
</ondamaged>

<onattackedpostimpact>
<playeffect effect="effects/impact.effect" source="source_entity"/>
</onattackedpostimpact>

<onexpired>
<playeffect effect="effects/state_expire.effect" source="source_entity"/>
</onexpired>
</statenetaccum>



Ability 3 - Lethal Range

Passive. Gives Gunblade bonus damage the closer he is to his target.

Mana n/a
Cooldown n/a
Cast range n/a

Regular attacks against heroes deal bonus damage up to 30/40/50/60% of base damage to targets within 200 distance
Bonus damage scales off to 0% at 600 range

For distances between 200 and 600, formula is (.3/.4/.5/.6)*(600 - distance)/400

Bonus damage works as if it were a damage item (crits, lifesteal, harkon's conversion, etc all apply)
Bonus damage is calculated at the time Gunblade begins his attack (not the distance the attack projectile travels, nor the distance of target when projectile impacts)

Lethal Range works on heroes only (not creeps, neutrals, or bosses)

«game/resources0.s2z/heroes/gunblade/ability_03/»

ability.entity


<ability
name="Ability_Gunblade3"

icon="icon.tga"
statuseffecttooltip=""

maxlevel="4"
requiredlevel="1,3,5,7"

actiontype="passive"

>
<onattack>
<targettype type="hero" >
<distance target="target_entity" source="source_entity" />
<setvar0 a="result" />

<condition test="var0 le 200" >
<bonusdamageadd target="" a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult"/>
</condition>

<condition test="var0 ge 600" />
<else>
<condition test="var0 gt 200" >
<setvar1 a="var0" b="200" op="sub" />
<evaluate a="result" b="401" op="sub" />
<evaluate a="result" b="-1" op="mult" />
<evaluate a="result" b="400" op="div" />
<setvar2 a="result" b="1" op="mult" />
<setvar3 a="0.3,0.4,0.5,0.6" b="combat_basedamage" op="mult" />
<bonusdamageadd target="" a="var2" b="var3" op="mult"/>
</condition>
</else>
</targettype>
</onattack>

<onimpact />

</ability>



Ability 4 - Grappling Shot

Gunblade fires a grappling hook to a target enemy hero and pulls himself to it. Damages, stuns, and lowers physical armor of target.

Mana 100/125/150
Cooldown 90/75/60
Cast range 500/600/700
Cast action time 300

Launches Gunblade at target enemy hero
Deals 100/200/300 magic damage and stuns for 1 second
Target receives -3/-5/-7 physical armor for 5 seconds

Cast effect is of type "Magic"
The armor debuff is a no effect type state, and therefore cannot be purged or transfered

Using Grappling Shot unbinds self prior to launching
Grappling Shot can be used while immobilized

«game/resources0.s2z/heroes/gunblade/ability_04/»

ability.entity


<ability
name="Ability_Gunblade4"

icon="icon.tga"

anim="ability_4"
casttime="600"
castactiontime="300"
casteffect="effects/cast.effect"

maxlevel="3"
requiredlevel="6,11,16"

actiontype="target_entity"
targetscheme="enemy_heroes"
casteffecttype="Magic"
range="500,600,700"

manacost="100,125,150"
cooldowntime="90000,75000,60000"

>
<onimpact>
<damage effecttype="Magic" amount="100,200,300" target="target_entity" />
<cantarget effecttype="Push">
<distance />
<evaluate a="result" b="100" op="sub" />
<setvar0 a="result" b="500,600,700" op="min" />

<setpos0 position="source_position" positionend="target_position" positionmodifier="pointonline" positionvalue="var0" />
<unbind target="source_entity" />
<spawnprojectile name="Projectile_Gunblade_Ability4" source="source_position" target="pos0" bind="source_entity" bindstate="State_MasterOfArms_Ability1_Mag_Bind" noresponse="true" />
<spawnprojectile name="Projectile_Gunblade_Ability4_Art" source="source_entity" target="target_entity" offset="10 300 100" />
<applystate name="State_Gunblade_Ability4_Reduced" target="target_entity" duration="5000" />
<applystate name="State_Stunned" target="target_entity" duration="1000" />
</cantarget>

<playanim name="idle" source="source_entity"/>
</onimpact>


</ability>


state_reduced.entity


<state
name="State_Gunblade_Ability4_Reduced"

ishidden="false"
icon="icon.tga"

armor="-3,-5,-7"
passiveeffect="effects/state_enemy.effect"
>

</state>

IsmaelVera
03-16-2012, 08:05 AM
Thank you!
:balp:

Harakesh
03-16-2012, 08:39 AM
Wow... strange that his Ult is 'Magic' while the rest is all physical damage...

Csalbertcs
03-16-2012, 08:40 AM
Seems stronger than I initially thought. Interested to see his usefulness in-game.

dominik88
03-16-2012, 09:05 AM
Can ulti be used to avoid some skills, like scouts ulti or flint's?

Jotain
03-16-2012, 09:11 AM
Can ulti be used to avoid some skills, like scouts ulti or flint's?

Nope, it doesnt have a disjoint.

WalzY
03-16-2012, 09:53 AM
grabbling

Nekratal
03-16-2012, 10:36 AM
NANANANANANANANANANANANANANANANANA
GUNBLADE

Maybe it would clearify the "shield priority list" if you could include the point where armor comes into play :)

Couchmonster
03-16-2012, 10:37 AM
Wow... strange that his Ult is 'Magic' while the rest is all physical damage...

That way you can shrunken his ulti away.
It is good this way!

Jutsumaki
03-16-2012, 11:25 AM
epic hero. looks like a mix of Dante (DmC) and Alucard (Hellsing).
Definitely getting nerfed sooner or later :D
Tried him and he'S brilliant at mid, his Q hurt squishys alot, his shield absorbs a whole pyro combo no problem, you can quickly dive towers in early game aswell.
Coupled with some Early game heroes that dominate lanes makes him shine because lategame is where he really belongs due to his riddiculous attackspeed (similar to flint in the end) and huge dps output with the right items. All in all I tried Frostburn, works really nice on him as first item. In 2 games i've had 2 fat Armadons, tears through him with the slow from Icebrand, chase him to death. Hell, I even got a very late Alchemist on him at like 40 minutes because i was afk that game for 10 minutes due to my coffeemachine annoying me. I quickly caught back up and could finally help my team. Concludingly, DPS items serve him well because of his definite crit. Wow! Not to forget that coupled with Ghost Marchers, he moves with 522 ms due to his lvl 4 shield. It gives you + 80 ms even without active ghost marchers. I guess Steamboots are more viable on him, you still get around 500~.

Beowulf
03-16-2012, 11:29 AM
The only thing that makes him imbalanced is, his Lethal Range propagates to Illusions.
Fix this and the hero is fine.

Melto
03-16-2012, 01:06 PM
Wow... strange that his Ult is 'Magic' while the rest is all physical damage...
It is because, they don't want it to be a Scalable Nuke... but just damage !

Lethe
03-16-2012, 01:39 PM
seeing how ult is his initiate tool, dunno why you would want it to be physical.

come on people think

ElementUser
03-16-2012, 01:41 PM
Darn it S2 scripters. They did one of my pet peeves...

MacroHard
03-16-2012, 01:45 PM
Gunblade was envisioned to be a ranged hero that relies on being in close combat. I find this to be a very fascinating and interesting twist. Due to this design concept it is only natural that they included a "gap closer" ability. His ultimate is primarily used to bring himself to the target; the small damage, short stun, and armor reduction are all secondary to this.

Making it magical opposed to physical was probably a balance decision, as magic is more easily countered than physical.

HonchoBob
03-16-2012, 03:59 PM
Probably the best payoff for going hard agility of any hero in HoN.

Other thing I notice is he is an ideal Genjuro candidate, almost like the hero was designed around making someone who would use it in pretty much every case. Invis, get in close, unleash auto attacks with bonus coming out of invis and pointblank, targeted slowed. Shield if their buddies are around or if they are escaping, Q to slow them if needed, or R run them down or jump the next victim.

Excellent ballsy hero for running down targets, kinda steps on Pharoah's toes though.

SandyNeegus
03-16-2012, 04:09 PM
Order that multiple shields block damage:
Nome's Wisdom Shield/Barrier Idol/Chipper's Shield -> MOA's ultimate/Accused Fire Shield/Demonic Shield -> Actual Health Pool
Just pointing out a little derp that gave me a quick giggle for no reason in particular.

Cesious
03-16-2012, 04:13 PM
Gunblade was envisioned to be a ranged hero that relies on being in close combat. I find this to be a very fascinating and interesting twist. Due to this design concept it is only natural that they included a "gap closer" ability. His ultimate is primarily used to bring himself to the target; the small damage, short stun, and armor reduction are all secondary to this.

Making it magical opposed to physical was probably a balance decision, as magic is more easily countered than physical.
Magic armor:
Mystic Vestments
Shrunken Head
Shaman's Headdress
Barrier Idol

Armor:
Duck Boots
Minor Totem
Major Totem
Fleetfeet
Pretender's Crown
Blessed Orb
Quickblade
Guardian Ring
Ringmail
Helm of the Victim
Platemail
Void Talisman
Power Supply
Fortified Bracer
Soulscream Ring
Amulet of Exile
Firebrand
Plated Greaves
Steamboots
Grave Locket
Ring of the Teacher
Refreshing Ornament
Shield of the Five
Ring of Sorcery
Tablet of Command
Abyssal Skull
Nome's Wisdom
Astrolabe
Barrier Idol
Kuldra's Sheepstick
Energizer
Iron Shield
Sol's Bulwark
Barbed Armor
Frostfield Plate
Null Stone
Daemonic Breastplate
Genjuro
Codex
Insanitarius
Brutalizer
Staff of the Master
Geometer's Bane
Nullfire Blade
Wingbow
Whispering Helm
Frostburn
Frostwolf's Skull
Symbol of Rage
Dancing Blade

Definitely more items that contribute to magic armor than armor in this game. :P On top of that Shrunken head is 57/121 on items used, meanwhile Void Talisman is 120/121 on items used. Would have been just another reason to push for an under-used item if his ult was physical, then he'd be countered completely for a brief period with a single item.

PodiumBound
03-16-2012, 04:46 PM
at first i thought he would be op, but considering his first spell is a skillshot and the shield is farm dependant combined with a somewhat lame ultimate this hero is balanced. third spell is very annoying though but the weak other spells make up for it " :D

HugoStiglitz
03-16-2012, 04:55 PM
at first i thought he would be op, but considering his first spell is a skillshot and the shield is farm dependant combined with a somewhat lame ultimate this hero is balanced. third spell is very annoying though but the weak other spells make up for it " :D

310 base movement with 600 range and ms buff ability is crazy good.

bUkKiTz
03-16-2012, 04:58 PM
Still feel like he requires 3.0 agi gain and an extra starting int.

Lethe
03-16-2012, 04:58 PM
1st skill could hardly be considered a skill shot. It's really close to simple point and click.

Shield scales just fine with both levels and skill levels. It becomes less cost-efficient if you want to pump agi into it though.

MacroHard
03-16-2012, 05:14 PM
stuff

I was referring to the effect type, which is magical. His ultimate does 300 damage at level 16... even less than some regular nukes. I assumed that the damage is inconsequential for balance compared to being able to use the spell.

Physical effect types can only be stopped by one very rare item in the game: Void Talisman. Magic effect types can be stopped by the more popular Shrunken Head, or from magic immunity granted from spells such as Jeraziah Protective Charm.

moxnix
03-16-2012, 08:23 PM
This guy is a complete monster gunjaro geos phase boots wing bow crushed my first game with him stealth in geo before response from
Teamtes sheild ult for double tap gunjaro out

Connect
03-17-2012, 10:52 AM
Macro my friend, no graph showing bonus damage compared to range in this thread yet. I'm disappointed.

MacroHard
03-17-2012, 03:18 PM
Macro my friend, no graph showing bonus damage compared to range in this thread yet. I'm disappointed.

It's a straight line. Goes from 160% at 200 range to 100% at 600 range. Use your imagination.

Connect
03-18-2012, 12:49 PM
I'm wondering how does Riftshards work with his third skill? Anyone know?

MacroHard
03-18-2012, 12:52 PM
It does. It was mentioned in the OP

Poon5tar
03-18-2012, 09:30 PM
I dig this

zOle`
03-19-2012, 03:57 AM
10x nice one ;)

Green
03-29-2012, 02:38 AM
I was referring to the effect type, which is magical. His ultimate does 300 damage at level 16... even less than some regular nukes. I assumed that the damage is inconsequential for balance compared to being able to use the spell.

Physical effect types can only be stopped by one very rare item in the game: Void Talisman. Magic effect types can be stopped by the more popular Shrunken Head, or from magic immunity granted from spells such as Jeraziah Protective Charm.

Moraxus and dm can stop his ult.

Urizen
03-29-2012, 03:29 AM
Null stone?