serrath
01-19-2010, 11:20 PM
VERY ODD ITEM SUGGESTION:
I'm thinking about making an item that takes 1/2 your base damage and deals it to targets you attack over time (longer time for higher base damage). While the target is taking damage from you, they are revealed on the map.
Example:
Sparky does 100 base damage.
Sparky has items granting him a +25 damage bonus.
Sparky has Very Odd Item.
Sparky hits Mario, dealing 125 damage, because Mario has no armor whatsoever for some reason.
Very Odd Item's Effect is applied to Mario, dealing X damage per second (where X is some value to be determined for this item) until the total damage dealt over time equals half the base damage (in this case, 50). Mario is revealed for this time.
We'll pretend X = 10.
So Mario is revealed for (holy crap!) 5 seconds.
Sparky chases Mario down in 3 seconds and hits him again.
Sparky's original effect is ended (the remaining 20 damage disappears) and a new effects is started.
Mario is now revealed for another 5 seconds, taking 10 damage per second.
So how can we tweak this to make it work? It's a chase item. It bleeds them and damages them. What I'd like to change are:
1) The % of the base damage that gets applied in bleed damage
2) The amount of damage dealt per second, X
3) The recipe/other properties of this item
So it's all up to you people, let's make this!
I'm thinking about making an item that takes 1/2 your base damage and deals it to targets you attack over time (longer time for higher base damage). While the target is taking damage from you, they are revealed on the map.
Example:
Sparky does 100 base damage.
Sparky has items granting him a +25 damage bonus.
Sparky has Very Odd Item.
Sparky hits Mario, dealing 125 damage, because Mario has no armor whatsoever for some reason.
Very Odd Item's Effect is applied to Mario, dealing X damage per second (where X is some value to be determined for this item) until the total damage dealt over time equals half the base damage (in this case, 50). Mario is revealed for this time.
We'll pretend X = 10.
So Mario is revealed for (holy crap!) 5 seconds.
Sparky chases Mario down in 3 seconds and hits him again.
Sparky's original effect is ended (the remaining 20 damage disappears) and a new effects is started.
Mario is now revealed for another 5 seconds, taking 10 damage per second.
So how can we tweak this to make it work? It's a chase item. It bleeds them and damages them. What I'd like to change are:
1) The % of the base damage that gets applied in bleed damage
2) The amount of damage dealt per second, X
3) The recipe/other properties of this item
So it's all up to you people, let's make this!