SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: Draconis Mechanics

Page 1 of 3 123 LastLast
Results 1 to 20 of 41
  1. #1
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681

    Draconis Mechanics

    Basic Hero Info

    Str 18 + 1.9
    Agi 23 + 2.6
    Int 17 + 1.9

    Attack Range 600
    Movespeed 300
    Turnrate 450

    Armor -1
    Attack Cooldown 1.7
    Base Damage 21-27 + 23 (agi)

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

    hero.entity
    Code:
    <hero
    	name="Hero_FlameDragon"
    	newhero="true"
    
    	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_3.wav"
    	tauntedsound="sounds/voice/taunt_prior.wav"
    	tauntkillsound="sounds/voice/taunt_after.wav"
    	
    	infoheight="200"
    	preglobalscale="1.2"
    	modelscale="0.9"
    	effectscale="0.9"
    	boundsheight="112"
    	boundsradius="24"
    	selectionradius="48"
    	targetoffset="0 0 64"
    
    	category="magic protective"
    	difficulty="1"
    	
    	movespeed="300"
    	turnrate="450"
    	turnsmoothing="0.1"
    
    	maxhealth="150"
    	healthregen="0.25"
    	maxmana="0"
    	manaregen="0.01"
    
    	armor="-1.0"
    	magicarmor="5.5"
    
    	inventory0="Ability_FlameDragon1"
    	inventory1="Ability_FlameDragon2"
    	inventory2="Ability_FlameDragon3"
    	inventory3="Ability_FlameDragon4"
    	inventory4="Ability_AttributeBoost"
    	inventory5=""
    	inventory6=""
    	inventory8="Ability_Taunt"
    
    	attackduration="1000"
    	attackactiontime="400"
    	attackcooldown="1700"
    	attackdamagemin="21"
    	attackdamagemax="27"
    	attacknumanims="2"
    	attackoffset="5 65 75"
    	attackprojectile="Projectile_FlameDragon_Attack"
    	attackrange="600"
    	attackstarteffect=""
    	attackactioneffect="effects/attackaction.effect"
    	attackimpacteffect=""
    	attacktype="ranged"
    	combattype="Hero"
    
    	aggrorange="800"
    	sightrangeday="1800"
    	sightrangenight="800"
    	wanderrange="250"
    	
    	corpsetime="2000"
    	corpsefadetime="2500"
    	corpsefadeeffect="/shared/effects/corpse_sink.effect"
    
    	primaryattribute="Agility"
    	strength="18"
    	strengthperlevel="1.9"
    	agility="23"
    	agilityperlevel="2.6"
    	intelligence="17"
    	intelligenceperlevel="1.9"
    	
    	previewmodel="preview.mdf"
    	previewpos="0 0 -50"
    	previewangles="0 0 0"
    	previewscale="1.0"
    	
    	storemodel="preview.mdf"
    	storepos="0 0 -20"
    	storeangles="0 0 -25"
    	storescale="1.25"
    >
    	<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_Intelligence5" />
    	<recommendeditem name="Item_Astrolabe" />
    	<recommendeditem name="Item_PlatedGreaves" />
    	<recommendeditem name="Item_SacrificialStone" />
    	<recommendeditem name="Item_Intelligence7" />
    	<recommendeditem name="Item_BarrierIdol" />
    	<recommendeditem name="Item_Morph" />
    	
    	<modifier key="frost" modpriority="100"
    		attackprojectile="Projectile_Frost"
    		passiveeffect="effects/frost.effect"		
    	/>
    	
    	<modifier key="flamedragon_fly" modpriority="100"
    		walkanim="ability_2_fly"
    	/>
    	
    	<modifier key="Flame_Ult" modpriority="100"
    		modelscale="1.1"
    	/>
    	
    	<modifier key="Alt" modpriority="1"
    		altavatar="true"
    		
    		preglobalscale="1.3"
    		
    		attackactioneffect="alt/effects/attackaction.effect"
    
    		icon="alt/icon.tga"
    		portrait="icon.tga"
    		model="alt/model.mdf"
    
    		
    		previewmodel="alt/preview.mdf"
    		previewpos="0 0 -50"
    		previewangles="0 0 0"
    		previewscale="1.0"
    	
    		storemodel="alt/model_store.mdf"
    		storepos="0 0 -20"
    		storeangles="0 0 25"
    		storescale="1.25"
    		
    	>
    	</modifier>	
    	
    </hero>


    Ability 1

    Shoots a 750 radius cone that damages, pushes, stuns, and slows.

    Mana 90/100/110/120
    Cooldown 12/11/10/9
    Cast range 600

    70/140/210/280 damage
    Pushes for 200 distance over 0.4 seconds
    Stuns for 0.5 seconds
    After stun wears off, does a 40% tapering slow over 1.5/2.0/2.5/3.0 seconds

    All effects type magical.
    The slow is a debuff and can be purged.

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

    ability.entity
    Code:
    <ability
    	name="Ability_FlameDragon1"
    
    	icon="icon.tga"
    	
    	anim="ability_1"
    	casttime="700"
    	castactiontime="300"
    
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_dual_position"
    	casteffecttype="Magic"
    	casteffect="effects/cast.effect"
    	
    	targetscheme="enemy_units"
    	
    	manacost="90,100,110,120"
    	cooldowntime="12000,11000,10000,9000"
    	
    	range="600"
    >
    	<onimpact effectdescription="true">
    		<spawnaffector name="Affector_FlameDragon_Ability1" target="source_position" distance="-10" />
    	</onimpact>
    	
    </ability>
    affector.entity
    Code:
    <affector
    	name="Affector_FlameDragon_Ability1"
    
    	radius="750"
    	arc="90"
    	
    	lifetime="600"
    	
    	maximpactspertarget="1"
    	targetselection="all"
    	targetscheme="enemy_units"
    	effecttype="Magic"
    	persist="true"
    	
    	effect="effects/breath.effect"
    	impacteffect="effects/impact.effect"
    >
    	<onimpact>
    		<applystate name="State_Stun_FlameDragon_Ability1" duration="500" target="target_entity" />
    		<push force="500" duration="400" />
    		<damage effecttype="Magic" amount="70,140,210,280" />
    	</onimpact>
    </affector>
    state_stun.entity
    Code:
    <state
    	name="State_Stun_FlameDragon_Ability1"
    
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	
    	stunned="true"
    	unitwalking="true"
    	
    >
    	<onexpired>
    		<applystate name="State_FlameDragon_Ability1" duration="1500,2000,2500,3000" source="target_entity" />
    	</onexpired>
    </state>
    state.entity
    Code:
    <state
    	name="State_FlameDragon_Ability1"
    
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	
    	effecttype="StatusDebuff"
    	allowtransfer="true"
    	movespeedslowstart="0.40"
    	movespeedslowend="0"
    >
    </state>


    Ability 2

    Self cast. Increases movespeed and creates a trail of fire that damages over time. Lasts for 3 seconds.

    Mana 60
    Cooldown 16/14/12/10
    Cast range self

    +10%/20%/30%/40% movespeed for 3 seconds

    Spawns a 150 radius patch of fire every 0.1 seconds
    Each fire patch last 5 seconds
    40/60/80/100 damage per second to enemies in the fire

    All effects type magical.
    This ability is a buff and can be purged off or transferred to Parasite.
    The damage/slow does not have a linger time.

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

    ability.entity
    Code:
    <ability
    	name="Ability_FlameDragon2"
    	
    	icon="icon.tga"
    	anim="ability_2"
    	casttime="0"
    	castactiontime="0"
    	frontqueue="true"
    	inheritmovement="true"
    	noninterrupting="true"
    	
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_self"
    
    	casteffecttype="Magic"
    	manacost="60"
    	cooldowntime="16000,14000,12000,10000"
    	
    >
    
    	<onimpact>
    	    <playeffect effect="effects/flight_roar.effect" target="source_entity" />
    		<applystate name="State_FlameDragon_Ability2" duration="3000" target="source_entity" />
    	</onimpact>
    
    </ability>
    affector.entity
    Code:
    <affector
    	name="Affector_FlameDragon_Ability2"
    
    	radius="150"
    	lifetime="5000"
    
    	targetselection="all"
    	targetscheme="enemy_units"
    	effecttype="Magic"
    
    	effect="effects/gadget.effect"
    	persist="true"
    >
    	<onframeimpact>	
    		<applystate name="State_Enemy_FlameDragon_Ability2" duration="frametime" />
    	</onframeimpact>
    </affector>
    state.entity
    Code:
    <state
    	name="State_FlameDragon_Ability2"
    	
    	icon="icon.tga"
    	passiveeffect=""
    	
    	impactinterval="100"
    
    	unitwalking="true"
    	effecttype="StatusBuff"
    	
    	modifierkey="flamedragon_fly"
    	
    	movespeedmultiplier="0.1,0.2,0.3,0.4"
    	
    >
    	<onimpact>
    		<spawnaffector name="Affector_FlameDragon_Ability2" target="source_position" />
    	</onimpact>
    	
    	<onexpired>
    		<playanim name="default_1" target="source_entity" />
    	    <playeffect effect="effects/flight_land.effect" target="source_entity" />
    	</onexpired>
    </state>
    state_enemy.entity
    Code:
    <state
    	name="State_Enemy_FlameDragon_Ability2"
    
    	icon="icon.tga"
    	passiveeffect=""
    
    	effecttype="StatusDebuff"
    	
    >
    	<onframe>
    		<damage effecttype="Magic DOT" amount="40,60,80,100" b="frametime" op="mult" />
    	</onframe>
    </state>


    Ability 3

    Passive. Every 5th attack spawns fire at the destination of the attack. Damages and slows enemies.

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

    5 charges. When charges = 1 spawns fire at target on next attack

    Spawns a 175/200/225/250 radius patch of fire
    Each fire patch last 3 seconds
    30/40/50/60 damage per second to enemies in the fire
    10% movement slow to enemies in the fire

    All effects type magical.
    The damage/slow does not have a linger time.
    Casting any ability sets charges to 1.

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

    ability.entity
    Code:
    <ability
    	name="Ability_FlameDragon3"
    	
    	icon="icon.tga"
    	passiveeffect=""
    	
    	anim="attack_2"
    
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    	maxcharges="5"
    
    	actiontype="passive"
    
    >
    	<onlearn>
    		<setcharges a="5" />
    	</onlearn>
    	
    	<onimpact/>
    	
    	<onattackstart>
    		<compare a="charges" b="1" op="eq">
    			<!-- <setattackprojectile name="Projectile_PuppetMasterSplashAttack" /> !-->
    		</compare>
    	</onattackstart>
    	
    	<onattack>
    		<removecharge />
    		
    		<compare a="charges" b="0" op="eq">
    			<cantarget targetscheme="enemy_units" >
    				<addattackimpactactions>
    					<spawnaffector name="Affector_FlameDragon_Ability3" target="target_position" targetscheme="enemy_units" duration="3000"/>
    				</addattackimpactactions>
    				<setcharges a="5" />
    			</cantarget>
    		</compare>
    	</onattack>
    	
    	<onabilityimpact>
    		<setcharges a="1" />
    	</onabilityimpact>
    	
    	<ondeath>
    		<setcharges a="5" />
    	</ondeath>
    	
    	<modifier key="FlameDragon_Ult" modpriority="100" >
    		<onattackstart>
    			<!-- <setattackprojectile name="Projectile_PuppetMasterSplashAttack" /> !-->
    		</onattackstart>
    		
    		<onattack>
    			<cantarget targetscheme="enemy_units" >
    				<addattackimpactactions>
    					<spawnaffector name="Affector_FlameDragon_Ability3" target="target_position" targetscheme="enemy_units" duration="3000"/>
    				</addattackimpactactions>
    			</cantarget>
    		</onattack>
    	</modifier>
    </ability>
    affector.entity
    Code:
    <affector
    	name="Affector_FlameDragon_Ability3"
    
    	radius="175,200,225,250"
    	lifetime="3000"
    	effect="effects/aoe.effect"
    	targetselection="all"
    	targetscheme="enemy_units"
    	effecttype="Magic"
    	
    >
    	
    	<onframeimpact>
    		<applystate name="State_FlameDragon_Ability3" duration="frametime" />
    	</onframeimpact>
    </affector>
    state.entity
    Code:
    <state
    	name="State_FlameDragon_Ability3"
    
    	icon="icon.tga"
    	passiveeffect=""
    
    	effecttype="StatusDebuff"
    	allowtransfer="true"
    	movespeedslow="0.1"
    >
    	<onframe>
    		<damage effecttype="Magic DOT" amount="30,40,50,60" b="frametime" op="mult" />
    	</onframe>
    </state>


    Ability 4

    Increases attack speed and splits attack to hit 1/2/3 additional enemy heroes for 5/6/7 seconds.

    Mana 100/125/150
    Cooldown 60/45/30
    Cast range self

    +50/75/100 attack speed
    Lasts 5/6/7 seconds

    Splits attack to hit 1/2/3 extra visible enemy heroes
    Split attacks do 60% damage
    Primary target takes full damage
    Split range is 750 (further than normal attack range)
    When Ability 3 is at 1 charge, all split attacks will apply the fire.

    Split attacks work the same as Forsaken Archer when it comes to chance to miss and item attack modifiers:
    • Lightning, Criticals, and Life Steal only apply to primary target
    • Frost, Shieldbreaker, Harkons, Nullfire apply to every target
    • Savage Mace and Brutalizer will never apply on split attacks (still works on primary target)
    • Each attack has an independent check for evasion and uphill miss


    His ultimate is a state and cannot be purged off or transferred to Parasite.

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

    ability.entity
    Code:
    <ability
    	name="Ability_FlameDragon4"
    	icon="icon.tga"
    
    	maxlevel="3"
    	requiredlevel="6,11,16"
    	
    	anim=""
    	casttime="0"
    	castactiontime="0"
    	frontqueue="true"
    	inheritmovement="true"
    	noninterrupting="true"
    
    	actiontype="target_self"
    	
    	casteffecttype="Magic"
    	
    	manacost="100,125,150"
    	cooldowntime="60000,45000,30000"
    
    >
    	<onimpact>
    		<applystate name="State_FlameDragon_Ability4" duration="5000,6000,7000" target="source_entity" />
    	</onimpact>
    </ability>
    state.entity
    Code:
    <state
    	name="State_FlameDragon_Ability4"
    	
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	effecttype=""
    	attackspeed="0.50,0.75,1.00"
    	
    	modifierkey="Flame_Ult"
    	
    >
    	<onattack>
    		<split count="1,2,3" range="750" damagemult="0.6" targetscheme="visible_enemy_heroes" fulldamageonmaintarget="true" />
    		<playeffect effect="effects/cast.effect" source="source_entity" target=""/>
    	</onattack>
    	
    	<modifier key="Alt" modpriority="1"
    		passiveeffect="/heroes/flamedragon/alt/ability_04/effects/state.effect"
    	>
    		<onattack>
    			<split count="1,2,3" range="750" damagemult="0.6" targetscheme="visible_enemy_heroes" fulldamageonmaintarget="true" />
    			<playeffect effect="/heroes/flamedragon/alt/ability_04/effects/cast.effect" source="source_entity" target=""/>
    		</onattack>
    	</modifier>	
    </state>
    Last edited by MacroHard; 02-24-2012 at 02:40 PM.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  2. #2
    Very thorough. TY. Ability 3's ground AOE doesn't stack dmg or slow then?
    Critique my guides:
    Plague Rider
    Glacius

  3. #3
    His ultimate is much shorter than I thought it would be...

  4. #4
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    The affectors from Ability 2 and Ability 3 do not stack with themselves, but do stack with each other.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  5. #5
    Offline
    Account Icon
    Join Date
    Dec 2010
    Location
    Streamwood, IL
    Posts
    11,262
    I had a question: the spotlight mentioned that unlike :fors:, Draconis' ult actually procs Riftshards on individual targets. True or no?
    My goal is for at least one of my heroes to be ported into HoN! Help my cause and get S2 to see these!
    Check out "IsmaelVera's Vault of Heroes" in the Hero Drafts section!
    http://i.imgur.com/XaDGr.jpg
    IsmaelVera, President of the HoN Forums

  6. #6
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Quote Originally Posted by IsmaelVera View Post
    I had a question: the spotlight mentioned that unlike :fors:, Draconis' ult actually procs Riftshards on individual targets. True or no?
    As far as I can tell there are really no major differences in the script between FA and Draconis for the split attack effect. I'll look into it and try to get back with this later tonight.

    edit:

    Draconis:
    Code:
    <onattack>
    	<split count="1,2,3" range="750" damagemult="0.6" targetscheme="visible_enemy_heroes" fulldamageonmaintarget="true" />
    	<playeffect effect="/heroes/flamedragon/alt/ability_04/effects/cast.effect" source="source_entity" target=""/>
    </onattack>
    FA:
    Code:
    <onattack>
    	<split count="2" range="600" damagemult="0.14,0.21,0.28,0.35" targetscheme="visible_enemy_units" fulldamageonmaintarget="true" />
    	<playeffect effect="effects/trail.effect" source="source_entity" />
    </onattack>
    Looks like copy-paste to me. Draconis and FA spits should work identically.
    Last edited by MacroHard; 02-17-2012 at 05:22 PM.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  7. #7
    Quote Originally Posted by MacroHard View Post
    As far as I can tell there are really no major differences in the script between FA and Draconis for the split attack effect. I'll look into it and try to get back with this later tonight.

    edit:

    Draconis:
    Code:
    <onattack>
        <split count="1,2,3" range="750" damagemult="0.6" targetscheme="visible_enemy_heroes" fulldamageonmaintarget="true" />
        <playeffect effect="/heroes/flamedragon/alt/ability_04/effects/cast.effect" source="source_entity" target=""/>
    </onattack>
    FA:
    Code:
    <onattack>
        <split count="2" range="600" damagemult="0.14,0.21,0.28,0.35" targetscheme="visible_enemy_units" fulldamageonmaintarget="true" />
        <playeffect effect="effects/trail.effect" source="source_entity" />
    </onattack>
    Looks like copy-paste to me. Draconis and FA spits should work identically.
    Coming from the video it states that it propagates riftshards. Link to the time it says it. Im looks like it doesnt via the code, but that is where he got his question from

    http://www.youtube.com/watch?v=c3IJX...ailpage#t=215s



  8. #8
    Think starting armor is 2.2, not -1.

    Ulti splits to 750 range, that's a nice little bonus.
    Last edited by HonchoBob; 02-17-2012 at 05:51 PM.

  9. #9
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Quote Originally Posted by HonchoBob View Post
    Think starting armor is 2.2, not -1.

    Ulti splits to 750 range, that's a nice little bonus.
    His base armor is -1. Since he starts with 23 agility, and you get .14 armor per agility, the result is 2.22

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  10. #10
    those explanations of effects, how they work with items and other stuff were nice, every hero should have this on the site

  11. #11
    Offline
    S2 Staff Member S2 Games Staff
    Join Date
    Jul 2009
    Location
    Southern California
    Posts
    9,681
    Quote Originally Posted by Orgamsmatron View Post
    those explanations of effects, how they work with items and other stuff were nice, every hero should have this on the site
    Thanks. As there are 99 heroes, creating something like that will take some time. I'll try to post something like this for every new hero from here on out though.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
    -----------------------------



  12. #12
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jun 2010
    Location
    Riga, Latvia
    Posts
    720
    Very thorough tnx
    Alcohol may be man's worst enemy, but the bible says love your enemy.
    -Frank Sinatra

  13. #13
    Online
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Arizona
    Posts
    10,960
    g0darles i wouldn't put to much faith into any mechanical statements made in s2 videos they tend to have numerous errors and some times minor things get changed between when the video is made and when the hero is released further complicating things.

    tested it in game it only procs for the main attack and the secondary attacks are not effected by the crit at all.
    Last edited by Drasha; 02-18-2012 at 01:28 AM.

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  14. #14
    One thing that screwed with me ingame was getting hexed while having an activated ultimate. When hexed, the hex animation is obstructed by the still shown ultimate projection.

    It's kind of unclear as to "wtf is going on"; is there any way to suppress the ultimate effect when you are hexed?

    (namely sheepsticked, example Match 80181832 50+ minutes in the game @ the teamfight at top t2 tower)

  15. #15
    very nice, and great work there.

  16. #16
    don't take anything the S2 spotlights highlight srsly. There have been changes on more than one occasion.

    however I am pretty sure savage mace has the same properties as crit (i.e. only proc on primary target) until proven otherwise. This applies to FA's split shot as well by extension.
    Ramsay Sound Pack

    People shouldn't need to validate themselves to others. Report to yourself.
    Everyone needs a personal sanctuary, find yours.

  17. #17
    Very useful, thanks.

  18. #18
    "Savage Mace and Brutalizer proc independently for each target, but if it procs on ANY it will start cooldown on Brutalizer"

    this isn't the case for FA, unless it has been fixed lately.

    there it means 1 proc = procs on all targets.
    Chu´ playing Codex 5 swedish version, someone asks him why he is listening to the swedish version
    Quote Originally Posted by Chu´ View Post
    How could you not listen to this when you have Codex level 5?

  19. #19
    How much max damage can you make with Blazing Flight?

    Ideal circumstances.

  20. #20
    Quote Originally Posted by Theburned View Post
    "Savage Mace and Brutalizer proc independently for each target, but if it procs on ANY it will start cooldown on Brutalizer"

    this isn't the case for FA, unless it has been fixed lately.

    there it means 1 proc = procs on all targets.
    If one of the attacks has brutalizer proc, it will go on cooldown, and all split off attacks will stun the same as normal.
    This happens with FA - one stun proc means all targets hit by the attacks are stunned on that instance, you can only have all targets stunned or none, not some and not others.

    (I'm a little ill, might of worded that weird.)


    Graph.

    Quote Originally Posted by MacroHard View Post
    I guess this is why you're 1950 skill level and I'm still dumpster.

    Anyone need a graph?

    Sorry Macro, it's just too good.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •