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MacroHard
04-08-2012, 07:41 PM
Basic Hero Info

Str 18 + 2.0
Agi 24 + 2.6 (primary)
Int 13 + 1.4

Attack Range 550
Movespeed 295
Turnrate 540

Base Armor -0.86
Base Attack Cooldown 1.7
Base Damage 23-27 + 24 (agi)

Level 1 Health 492
Level 1 Armor 2.5

Level 25 Health 1784
Level 25 Armor 14.036

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

hero.entity


<hero
name="Hero_Artillery"

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/hero_select.wav"
tauntedsound="sounds/voice/taunt_prior.wav"
tauntkillsound="sounds/voice/taunt_after.wav"

preglobalscale="1.45"
modelscale="1"
effectscale="0.9"
boundsheight="112"
boundsradius="24"
selectionradius="48"
targetoffset="15 75 90"
infoheight="200"

category="physical"
difficulty="2"

movespeed="295"
turnrate="540"
turnsmoothing="0.075"

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

armor="-.86"
magicarmor="5.5"

inventory0="Ability_Artillery1"
inventory1="Ability_Artillery2"
inventory2="Ability_Artillery3"
inventory3="Ability_Artillery4"
inventory4="Ability_AttributeBoost"
inventory5="Ability_Artillery1a"
inventory6=""
inventory8="Ability_Taunt"

attackduration="1000"
attackactiontime="350"
attackcooldown="1700"
attackdamagemin="23"
attackdamagemax="27"
attacknumanims="1"
attackoffset="17 150 115"
attackprojectile="Projectile_Artillery"
attackrange="550"
attackstarteffect=""
attackactioneffect=""
attackimpacteffect=""
attacktype="ranged"
combattype="Hero"

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

primaryattribute="Agility"
strength="18"
strengthperlevel="2.0"
agility="24"
agilityperlevel="2.6"
intelligence="13"
intelligenceperlevel="1.4"

previewmodel="preview.mdf"
previewpos="0 0 -90"
previewangles="0 0 0"
previewscale="1.3"

storemodel="preview.mdf"
storepos="0 0 -30"
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_FlamingEye" />
<recommendeditem name="Item_Strength5" />
<recommendeditem name="Item_Striders" />
<recommendeditem name="Item_Intelligence7" />
<recommendeditem name="Item_PortalKey" />
<recommendeditem name="Item_Evasion" />
<recommendeditem name="Item_Morph" />

<modifier key="frost" modpriority="80"
attackprojectile="Projectile_Frost"
>
</modifier>






<modifier key="Alt" modpriority="1"

preglobalscale="1.82"
altavatar="true"
icon="alt/icon.tga"
portrait="alt/icon.tga"
model="alt/model.mdf"
previewmodel="alt/preview.mdf"
previewpos="0 0 -50"
previewangles="0 0 0"
previewscale="1.8"

attackoffset="17 100 115"


selectedsound="alt/sounds/voice/select_%.wav"
selectedflavorsound="alt/sounds/voice/select_flavour_%.wav"
confirmmovesound="alt/sounds/voice/move_%.wav"
confirmattacksound="alt/sounds/voice/attack_%.wav"
nomanasound="alt/sounds/voice/no_mana.wav"
cooldownsound="alt/sounds/voice/cooldown.wav"
tauntedsound="alt/sounds/voice/taunt_prior.wav"
tauntkillsound="alt/sounds/voice/taunt_after.wav"

storemodel="preview.mdf"
storepos="0 0 -30"
storeangles="0 0 0"
storescale="1.35"
>
</modifier>


</hero>



Ability 1 - LRM (Long Ranged Missiles)

After 0.5 seconds, fires 4 missiles per second for 4 seconds at target area, dealing physical damage to all enemies struck based on attack damage. Artillery can turn while firing LRMs.

Mana 80/85/90/95
Cooldown 12
Cast range 1500 (casting beyond this will fire ability 1500 distance in that direction)
Cast action time 500

Fires one missile every 250 ms (first missile fires at 500 ms, final missile fires at 4500 ms)
Missiles travel for 1500 distance at 1800 speed (830 ms lifetime)
Missiles have touch radius of 100 units

All enemy heroes struck by a missile take 15 + 10/17/24/31% of Artillery's attack damage (including items) in physical damage
Creeps, neutrals, and bosses only take 60% damage

While channeling, activate again to change direction of missiles
The trajectory of the missiles may be changed every 200 ms until ability ends

Missiles benefit from Fragmentation Shells

Touch type, effect type, and damage type are physical

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

ability.entity

<ability
name="Ability_Artillery1"

icon="icon.tga"

castactiontime="500"
casttime="0"
casteffect="effects/ready_sound.effect"
anim="ability_1"

ischanneling="true"
channeltime="4000"

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

actiontype="target_position"

manacost="80,85,90,95"
cooldowntime="12000"

range="1500"
forcerange="1500"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>
<applystate name="State_Artillery_Ability1" ischannel="true" target="source_entity" />
</onimpact>

<modifier key="Artillery_Machinegun" modpriority="100"
interface="single_plus_one"
/>
</ability>

ability_a.entity

<ability
name="Ability_Artillery1a"

icon="icon.tga"

castactiontime="0"
casttime="0"

actiontype="target_cursor"

manacost="0"
cooldowntime="200"

baselevel="0"
maxlevel="1"
disabled="true"

noninterrupting="true"
noresponse="true"
frontqueue="true"
inheritmovement="true"

range="1000"
forcerange="1000"
allowoutofboundscast="true"
allowoutofrangecast="true"
>
<onimpact>

</onimpact>

<modifier key="Artillery_Machinegun" modpriority="90"
disabled="false"
baselevel="1"
keyslot="0"
/>
</ability>

projectile.entitly

<projectile
name="Projectile_Artillery_Ability1"

speed="1800"
gravity="0"

modelscale="0.55"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
deatheffect="effects/death.effect"

impacteffect="effects/impact.effect"

canturn="false"
flying="true"
flyheight="125"

touchradius="100"
maxtouchespertarget="1"
touchtargetscheme="enemy_units"
toucheffecttype="Physical"
touchradiusdiradjust="true"
>
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
</else>
</ontouch>

<modifier key="Artillery_W1" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</else>
</ontouch>
</modifier>

<modifier key="Artillery_W2" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</targettype>
<else>
<playeffect effect="/heroes/artillery/projectile/effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</else>
</ontouch>
</modifier>

<modifier key="Artillery_W3" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</else>
</ontouch>
</modifier>

<modifier key="Artillery_W4" modpriority="10" >
<ontouch>
<targettype type="hero" >
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.1,0.17,0.24,0.31" op="mult" />
<setvar0 a="var0" b="15" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</targettype>
<else>
<playeffect effect="effects/impact.effect" target="target_entity" source="target_entity"/>
<setvar0 a="source_attackdamage" b="0.06,0.102,0.144,0.186" op="mult" />
<setvar0 a="var0" b="9" op="add" />
<damage effecttype="Physical" amount="1" b="var0" op="mult" />
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</else>
</ontouch>
</modifier>
</projectile>

state.entity

<state
name="State_Artillery_Ability1"

icon="icon.tga"
passiveeffect=""
effecttype=""
impactinterval="250"

modifierkey="Artillery_Machinegun"
>
<oninflict>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</oninflict>

<onimpact>
<setpos0 position="source_position" offsetspace="source_entity" offset="0 1500 0" />
<spawnprojectile name="Projectile_Artillery_Ability1" source="source_entity" offset="-30 35 0" target="pos0" noresponse="true" />
</onimpact>
</state>


Ability 2 - Fragmentation Shells

Passively adds a 7% stacking slow to all of Artillery's regular attacks and LRM.

Mana n/a
Cooldown n/a
Passive

Enemies hit by Artillery's regular attack or LRM receive a charge of Fragmentation Shells
7% stacking slow per charge
Maximum of 2/3/4/5 charges

Slow lasts for 3 seconds
Adding a charge refreshes duration for all charges
Slow is a debuff that can be purged or transferred

This ability is an exclusive attack modifier, and stacks with all other attack modifiers

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

ability.entity


<ability
name="Ability_Artillery2"


icon="icon.tga"

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

modifierkey="Artillery_W1,Artillery_W2,Artillery_W3,Artillery_W 4"

actiontype="passive"
>
<onframe />

<modifier key="Artillery_W1" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_1" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>

<modifier key="Artillery_W2" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_2" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>

<modifier key="Artillery_W3" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_3" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>

<modifier key="Artillery_W4" modpriority="10" >
<onattackimpact propagatetoillusions="false">
<cantarget targetscheme="enemy_units">
<applystate name="State_Artillery_Ability2_4" duration="3000" />
</cantarget>
</onattackimpact>
</modifier>
</ability>


state.entity


<state
name="State_Artillery_Ability2_1"

icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="2"
movespeedslowpercharge="0.07"

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

<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>


state_2.entity

<state
name="State_Artillery_Ability2_2"

icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="3"
movespeedslowpercharge="0.07"

effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_1" target="target_entity" />
<addcharges count="1" />
</oninflict>

<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>

state_3.entity

<state
name="State_Artillery_Ability2_3"

icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="4"
movespeedslowpercharge="0.07"

effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_2" target="target_entity" />
<addcharges count="1" />
</oninflict>

<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>

state_4.entity

<state
name="State_Artillery_Ability2_4"

icon="icon.tga"
passiveeffect="effects/state_enemy.effect"
maxcharges="5"
movespeedslowpercharge="0.07"

effecttype="StatusDebuff"
allowtransfer="true"
>
<oninflict>
<expirestate name="State_Artillery_Ability2_3" target="target_entity" />
<addcharges count="1" />
</oninflict>

<onrefresh>
<addcharges count="1" />
</onrefresh>
</state>


Ability 3 - Bunker Down

Creates a ring around Artillery's current location. Grants Artillery with bonus damage and attack range while standing inside the ring.

Mana 10
Cooldown 10
Cast range 0 (centered on current location)
Cast action time 0

Creates a 350 radius ring around Artillery
Ring lasts for 8 seconds

Gives bonus damage equal to 5%/15%/25%/35% of base damage
Adds 100/150/200/250 attack range

This ability may be cast while stunned or silenced
Casting this ability will not interrupt channeling
Casting this ability will not disrupt invisibility!

The damage and attack range is a passive state that cannot be purged or transferred

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

ability.entity


<ability
name="Ability_Artillery3"

icon="icona.tga"

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

casttime="0"
castactiontime="0"

actiontype="target_self"
cooldowntime="10000"

frontqueue="true"
inherentmovement="true"
noresponse="true"
noninterrupting="true"

manacost="10"
nosilence="true"
nostun="true"

>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3" target="source_position"/>
</onimpact>

<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>


<modifier key="Alt" modpriority="1"

>
<onimpact >
<areaofeffect
global="true"
targetscheme="ArtilleryBunker"
targetselection="all"
ignoreinvulnerable="true"
>
<delete target="target_entity" />
</areaofeffect>
<spawnunit name="Gadget_Artillery_Ability3_Alt" target="source_position"/>
</onimpact>

<modifier key="Artillery_Bunker" modpriority="50"
icon="icon.tga"
>
</modifier>
</modifier>
</ability>


gadget.entity

<gadget
name="Gadget_Artillery_Ability3"

isselectable="false"
iscontrollable="false"
ismobile="false"
canrotate="false"
invulnerable="true"
drawonmap="false"

unittype="ArtilleryBunker"

model="/shared/models/invis.mdf"
passiveeffect="effects/shield.effect"

lifetime="8000"
deathtime="0"
corpsetime="0"
>
<aura state="State_Artillery_Ability3" radius="300" targetscheme="owner" effecttype="Magic" />
</gadget>

state_immobilize.entity

<state
name="State_Artillery_Ability3"

icon="/heroes/artillery/alt/ability_03/icona.tga"

modifierkey="Artillery_Bunker"

passiveeffect="effects/state.effect"
basedamagemultiplier="0.05,0.15,0.25,0.35"
attackrange="100,150,200,250"
>
<modifier key="Alt" modpriority="50"
modifierkey="Artillery_Bunker_Alt"
>
</modifier>

</state>


Ability 4 - Artillery Barrage

Fires a projectile that stuns and damages all enemy units at target AOE. Pushes back Artillery in opposite direction.

Mana 150/200/250
Cooldown 90/80/70
Cast range 700
Cast action time 300

Deals 250/350/500 magic damage and stuns for 2 seconds
Damage and stun AOE of 250 radius (500 diameter)

Projectile travels at 2000 speed (350 ms lifetime at max range)

Artillery is pushed back 500 units over 0.25 seconds
He can bypass all forms of terrain on push back, including Empath Wall and Behemoth Fissure

Artillery is immobilized and disarmed while being pushed back
Destroys all trees within 100 radius of Artillery from cast point to his final location

Effect type for damage and stun is magic
Damage type is magic

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

ability.entity

<ability
name="Ability_Artillery4"

icon="icon.tga"

anim="ability_4"
casttime="1000"
castactiontime="300"
casteffect="effects/cast.effect"

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

actiontype="target_position"
targetradius="250"
targetmaterial="/shared/materials/area_cast_indicator_simple.material"
targetscheme="enemy_units"
casteffecttype="Magic"

range="700"
manacost="150,200,250"
cooldowntime="90000,80000,70000"

>
<onimpact>
<spawnprojectile name="Projectile_Artillery_Ability4" target="target_position" offset="40 35 150" pushentity="true" noresponse="true" />

<unbind target="source_entity" />
<spawnaffector name="Affector_Artillery_Ability4" target="source_entity" />
<setpos0 position="target_position" positionend="source_position" positionmodifier="pointpastline" positionvalue="500" />
<spawnprojectile name="Projectile_Artillery_Ability4_Push" target="pos0" bind="source_entity" bindstate="State_Artillery_Ability4" unbindondeath="true" noresponse="true" />
</onimpact>


<modifier key="Alt" modpriority="1"
casteffect="/heroes/artillery/alt/ability_04/effects/cast.effect"
>
</modifier>

</ability>

affector.entity

<affector
name="Affector_Artillery_Ability4"

radius="100"
lifetime="250"

destroytrees="true"
>
<onimpact />
</affector>

projectile.entity

<projectile
name="Projectile_Artillery_Ability4"

speed="2000"
gravity="9000"

modelscale="1"
model="/shared/models/invis.mdf"
traileffect="effects/trail.effect"
>
<onimpact>
<areaofeffect
center="this_entity"
radius="250"
targetselection="all"
targetscheme="enemy_units"
effecttype="Magic"
>
<applystate name="State_Stunned_Knockdown" duration="2000" />
<playanim name="knock_1" target="target_entity" />
<playeffect effect="effects/impact.effect" source="target_entity" target="target_entity"/>
<damage effecttype="Magic" amount="200,350,500" />
</areaofeffect>
<playeffect effect="effects/explosion.effect" source="this_position" target="" occlude="true" />
</onimpact>
</projectile>

projectile_push.entity

<projectile
name="Projectile_Artillery_Ability4_Push"

speed="2000"
gravity="9000"

modelscale="1.0"
model=""
deatheffect=""
canturn="false"
>
</projectile>

state.entity

<state
name="State_Artillery_Ability4"

icon="icon.tga"

immobilized2="true"
disarmed="true"

passiveeffect=""

effecttype=""
>

</state>

ElementUser
04-13-2012, 10:54 AM
And there's always something picky about the script that I can improve :)

Assassine
04-13-2012, 12:14 PM
Bunker down Tooltip says 5/15/25/35% damage, not sure which one is correct

ElementUser
04-13-2012, 12:40 PM
basedamagemultiplier="0.1,0.2,0.3,0.4"

The script is always more correct than the tooltip

MacroHard
04-13-2012, 01:06 PM
^ But I may be using outdated scripts again.

Edit: Yup. It's 5/15/25/35%. Looks like another last minute change that I missed. Fixing original post now.

ElementUser
04-13-2012, 01:11 PM
Or it's that.

seadogkip
04-13-2012, 07:08 PM
Movement speed is also 295, and Bunker Down does not break Genjuro/Assassins Shroud invisibility. ?intended?

g0dAr1es
04-13-2012, 07:57 PM
Yo macro let me hit you with a math question.

At what attack speed does he need to be in order that his auto attacks do more damage than his first ability.

Attacking one target
Attacking with first skill for the duration
vs
Auto attacking for the first skills duration

MacroHard
04-13-2012, 10:16 PM
Movement speed is also 295, and Bunker Down does not break Genjuro/Assassins Shroud invisibility. ?intended?
Fixed


Yo macro let me hit you with a math question.

At what attack speed does he need to be in order that his auto attacks do more damage than his first ability.
Damage per second from LRM = 4*(15+.31D)
Damage per second from auto attack = D/1.7*(1+A/100)

For auto-attack > LRM...
D/1.7*(1+A/100) > 4*(15+XD)
A > [1.7*4/D*(15+XD)-1]*100

Required Attack Speed for Auto Attack Damage to Exceed LRM Damage:
Current Total Damage|Level 1|Level 2|Level 3|Level 4
50|172|220|268|315
75|104|152|200|247
100|70|118|166|213
125|50|98|145|193
150|36|84|132|179
175|27|74|122|170
200|19|67|115|162
225|14|61|109|157
250|9|57|104|152
275|6|53|101|148
300|2|50|98|145

Lethe
04-13-2012, 10:35 PM
basically, LRM > Autoattack the vast majority of the time, unless you are in one of those > hr games

Cyber_Kun
04-14-2012, 02:03 AM
Even then LRM hits multiple units and the god damn slow is physical.

Wingser
04-14-2012, 02:30 AM
I'm liking this hero. Although I kinda wish the LRM counted as an auto-attack :p (super-fast life leech :D).
The ultimate is not as bad as it looked in the spotlight.

LRM is a very useful and powerful spell. What's great about it is its physical damage and the ability to change target area.

facedown
04-14-2012, 10:31 PM
Hummm, with items LRM does a lot less damage then auto attack unless I am missing somethig. I see the chart but how do you explain this (http://www.youtube.com/watch?v=AtrvxrHySIY)?

ElementUser
04-14-2012, 10:54 PM
Hummm, with items LRM does a lot less damage then auto attack unless I am missing somethig. I see the chart but how do you explain this (http://www.youtube.com/watch?v=AtrvxrHySIY)?

What part of the video? There's a whole lot of talking in that video.

EDIT: It's about the 1-minute mark where he starts demo'ing. Anyway the answer to your question is Savage Mace.

shmoo
04-18-2012, 05:09 AM
Macro, I request ur maths skills. What is the earliest point from that Artillery can flash-farm a whole creepwave. (skillbuild+items, w/o ballista)

kishke
04-22-2012, 02:28 PM
Actually from playing him a bit I noticed ballistras are dying faster than then creeps from LRM

MacroHard
04-22-2012, 04:02 PM
Actually from playing him a bit I noticed ballistras are dying faster than then creeps from LRM

This is because...

Melee creeps have 550 health and 2 physical armor
Siege creeps have 500 health and 0 physical armor

Therefore siege dies faster to physical spell damage. The reason that siege normally are harder to kill is because they take 50% reduced damage from hero auto attacks!