kslghost
01-17-2010, 10:18 PM
Currently, willowmaker applies the debuff to the target. Wasn't this originally supposed to be only to those behind the target, in the cone effect?
Additionally, health is taken out proportionately with the debuff (a full health target will still have "100% health, though of a lower amount) and added back proportionately. Was this the intention of the skill? If a target takes damage during the debuff, he only heals back a proportion back...(I assume yes, as it makes the damage "temporary" and a target more readily killable within the 5 seconds). Additionally, this oddity comes into play when using +health items.
For example, this was tested with a level 6 deadwood vs a level 1 pebbles.
Pebbles with no items at level 1 has 606 health. Ult with deadwood. Pebbles has 137 health and heals up to 161 after a few ticks of regen (141-161 is what I observed). That's 4 strength being restored, with approx 5 hp/str healed. This means Deadwood has done 469 damage with that lowering to 445 after 5 seconds. Pebbles has 1.5% damage reduction at level 1.
Let's calculate. 606-400*.985 = 394 damage. Clearly, the strength is removed pre-damage, otherwise he'd only lose about 25 more HP from strength removal. 76 points of health removal from strength loss.
606-76-400*.985 = 136, pretty much on the dot.
However, when wearing a beastheart +250hp item, the findings differ.
856 health goes to 387, the same 469 damage. So that portion is working fine. However, when he heals some of that damage, he receives a greater amount (due to the health regain being proportionate to his health). In this case, he jumped back to 429, approximately from 390-391, approximately 40 health. 10 health per strength lost. I realize why this is, but I question whether or not this should be the case.
Whether or not willowmaker is OP/broken etc, the inconsistency introduced by adding an item that technically should not effect the outcome of damage seems to be a little iffy. Maybe the devs could look at strength loss/hp loss and strength gain/hp gain separately from +health when calculating such?
Finally, in a mention of balance, perhaps Willowmaker debuff should be applied after the damage, to reduce it's effect slightly.
Additionally, health is taken out proportionately with the debuff (a full health target will still have "100% health, though of a lower amount) and added back proportionately. Was this the intention of the skill? If a target takes damage during the debuff, he only heals back a proportion back...(I assume yes, as it makes the damage "temporary" and a target more readily killable within the 5 seconds). Additionally, this oddity comes into play when using +health items.
For example, this was tested with a level 6 deadwood vs a level 1 pebbles.
Pebbles with no items at level 1 has 606 health. Ult with deadwood. Pebbles has 137 health and heals up to 161 after a few ticks of regen (141-161 is what I observed). That's 4 strength being restored, with approx 5 hp/str healed. This means Deadwood has done 469 damage with that lowering to 445 after 5 seconds. Pebbles has 1.5% damage reduction at level 1.
Let's calculate. 606-400*.985 = 394 damage. Clearly, the strength is removed pre-damage, otherwise he'd only lose about 25 more HP from strength removal. 76 points of health removal from strength loss.
606-76-400*.985 = 136, pretty much on the dot.
However, when wearing a beastheart +250hp item, the findings differ.
856 health goes to 387, the same 469 damage. So that portion is working fine. However, when he heals some of that damage, he receives a greater amount (due to the health regain being proportionate to his health). In this case, he jumped back to 429, approximately from 390-391, approximately 40 health. 10 health per strength lost. I realize why this is, but I question whether or not this should be the case.
Whether or not willowmaker is OP/broken etc, the inconsistency introduced by adding an item that technically should not effect the outcome of damage seems to be a little iffy. Maybe the devs could look at strength loss/hp loss and strength gain/hp gain separately from +health when calculating such?
Finally, in a mention of balance, perhaps Willowmaker debuff should be applied after the damage, to reduce it's effect slightly.