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View Full Version : Revealing Item / Slow Damage



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!

Deoin
01-21-2010, 03:41 PM
Seems nice.

Some constructive questions:
1. Does it give truesight? (would be useful but probably kinda OP) Vision like blood hunter?
2. I crit 1300 dmg, 65 seconds of sight? Upper cap?
3. If I deal another blow dealing 500 dmg, will it last 25 seconds? (making duration shorter)
4. Is it based on base damage given (armor reducted for example)
5. Physical, magical or true damage?

Good idea, would like to see it.

serrath
01-21-2010, 09:41 PM
1. No truesight, that'd be way unfair, I think. If the target goes invisible, the reveal effect should die until they reappear.
2. Base damage, so a critical hit wouldn't up it and +X damage items wouldn't increase it. This will be a fairly reasonable number.
3. Each blow wipes off the previous effect, but it'll be a small number, so this shouldn't be a problem.
4. Base damage of the attacker, dealt in physical damage. So their damage (without all those +X damage items, without critical hits, etc) divided by two or whatever factor, dealt as physical damage over time to the target.
5. Physical damage, good catch! Forgot to say that.

serrath
01-23-2010, 11:15 PM
Is this viable in its current state? Would anyone T-up or T-down this? What heroes would you use it on? How much should it sell for?