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    S2 Staff Member S2 Games Staff
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    Jul 2009
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    Bramble Mechanics

    Bramble - Melee Strength
    http://www.heroesofnewerth.com/heroes.php?hero_id=221

    Basic Hero Info

    Str 24 + 2.5 (primary)
    Agi 15 + 1.6
    Int 18 + 2.0

    Attack Range 128
    Movespeed 300
    Turnrate 540

    Base Armor 1.50
    Base Attack Cooldown 1.7
    Base Damage 31-33 + 24 (str)

    Level 1 Health 606
    Level 1 Mana 234
    Level 1 Armor 3.6

    Level 25 Health 2126
    Level 25 Mana 1118
    Level 25 Armor 11.776

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

    hero.entity
    Code:
    <hero
    	name="Hero_Plant"
    	newhero="true"
    
    	team="Hellbourne"
    	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.ogg"
    	tauntedsound="sounds/voice/taunt_prior.wav"
    	tauntkillsound="sounds/voice/taunt_after.wav"
    	
    	infoheight="160"
    	
    	preglobalscale="1.7"
    	modelscale="1.0"
    	effectscale="1"
    	boundsheight="112"
    	boundsradius="24"
    	selectionradius="52"
    	targetoffset="0 0 92"
    	
    	category="tank protective"
    	difficulty="2"
    
    	movespeed="300"
    	turnrate="540"
    	turnsmoothing="0.1"
    
    	maxhealth="150"
    	healthregen="1.00"
    	maxmana="0"
    	manaregen="0.01"
    
    	armor="1.5"
    	magicarmor="5.5"
    
    	inventory0="Ability_Plant1"
    	inventory1="Ability_Plant2"
    	inventory2="Ability_Plant3"
    	inventory3="Ability_Plant4"
    	inventory4="Ability_AttributeBoost"
    	inventory5=""
    	inventory6=""
    	inventory8="Ability_Taunt"
    
    	attackduration="1000"
    	attackactiontime="450"
    	attackcooldown="1700"
    	attackdamagemin="31"
    	attackdamagemax="33"
    	attacknumanims="2"
    	attackoffset="0 30 100"
    	attackprojectile=""
    	attackrange="128"
    	attackstarteffect=""
    	attackactioneffect=""
    	attackimpacteffect="effects/impact.effect"
    	attacktype="melee"
    	combattype="Hero"
    
    	aggrorange="600"
    	sightrangeday="1800"
    	sightrangenight="800"
    	wanderrange="250"
    
    	primaryattribute="Strength"
    	strength="24"
    	strengthperlevel="2.5"
    	agility="15"
    	agilityperlevel="1.6"
    	intelligence="18"
    	intelligenceperlevel="2"
    	
    	previewmodel="preview.mdf"
    	previewpos="0 0 -60"
    	previewangles="0 0 0"
    	previewscale="1.5"
    	
    	storemodel="store_model.mdf"
    	storepos="0 0 -20"
    	storeangles="0 0 25"
    	storescale="2"
    	
    	corpsetime="2000"
    	corpsefadetime="2000"
    	corpsefadeeffect="/shared/effects/corpse_sink.effect"
    	
    >
    	<recommendeditem name="Item_ManaPotion" />
    	<recommendeditem name="Item_MinorTotem" />
    	<recommendeditem name="Item_RunesOfTheBlight" />
    	<recommendeditem name="Item_HealthPotion" />
    	<recommendeditem name="Item_HomecomingStone" />
    	
    	<recommendeditem name="Item_Strength5" />
    	<recommendeditem name="Item_Bottle" />
    	<recommendeditem name="Item_PlatedGreaves" />
    	<recommendeditem name="Item_PowerSupply" />
    	<recommendeditem name="Item_LifeSteal5" />
    	<recommendeditem name="Item_Replenish" />
    	<recommendeditem name="Item_BarrierIdol" />
    	<recommendeditem name="Item_Immunity" />
    	<recommendeditem name="Item_Summon" />
    	<recommendeditem name="Item_Damage10" />
    	<recommendeditem name="Item_BehemothsHeart" />
    	
    	
    	<modifier key="Alt" modpriority="1"
    		altavatar="true"
    		
    		preglobalscale="1.4"
    		
    		passiveeffect="alt/effects/body.effect"
    		
    		icon="alt/icon.tga"
    		portrait="alt/icon.tga"
    		model="alt/model.mdf"
    		
    		previewmodel="alt/preview.mdf"
    		previewpos="0 0 -60"
    		previewangles="0 0 0"
    		previewscale="1.65"
    		
    		storemodel="alt/store_model.mdf"
    		storepos="0 0 -20"
    		storeangles="0 0 35"
    		storescale="1.50"
    		
    		infoheight="150"
    		
    		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"
    	>
    	</modifier>
    </hero>


    Ability 1 - Spore Breath

    Damages enemies within a cone directly in front of Bramble. After the effect ends, stuns enemies within the cone.

    Mana 100
    Cooldown 14
    Cast action time 0

    Starts a cone-shaped affector that has 400 range and 100 degrees
    This cone persists in front of Bramble for 2.5 seconds

    Affector applies a debuff that deals 33.34/58.34/83.34/108.34 magic damage per second
    This damage DOT lingers for 0.5 seconds if the target leaves the cone
    Maximum of 100/175/250/325 magic damage over full duration

    After 3 seconds from when ability begins (0.5 seconds after damage cone ends), stuns enemies in the cone
    The stun affector persists for 0.5 seconds, and applies a stun every 0.1 seconds
    Stun lasts for 0.50/0.75/1.00/1.25 seconds
    Total stun duration of 1.00/1.25/1.50/1.75 seconds if enemy is within the stun affector for entire duration

    Effect type and damage type is Magic
    DOT debuff is of type Magic and can be purged or transferred

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

    ability.entity
    Code:
    <ability
    	name="Ability_Plant1"
    
    	icon="icon.tga"
    	
    	statuseffecttooltip=""
    	anim="ability_1"
    	casttime="100"
    	castactiontime="0"
    	casteffect=""
    
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="self_position"
    	targetscheme="enemy_units"
    	targetradius=""
    	targetmaterial=""
    	casteffecttype=""
    
    	frontqueue="true"
    	inheritmovement="true"
    	
    	manacost="100"
    	cooldowntime="14000"
    >
    	<onimpact >
    		<spawnaffector name="Affector_Plant_Ability1" target="source_entity" pushentity="true" />
    		<applystate name="State_Plant_Ability1_Self" target="source_entity" duration="2500" proxy="stack_entity" />
    		<starttimer duration="3000" />
    	</onimpact>
    </ability>
    affector.entity
    Code:
    <affector
    	name="Affector_Plant_Ability1"
    
    	radius="400"
    	arc="100"
    	
    	lifetime="2500"
    	targetselection="all"
    	targetscheme="enemy_units"
    	effecttype="Magic"
    	persist="true"
    	effect="effects/affector.effect"
    	
    >
    	<onframeimpact>
    		<applystate name="State_Plant_Ability1" duration="500" />
    
    	</onframeimpact>
    	
    	<modifier key="Alt" modpriority="1"
    		effect="effects/affector_alt.effect"
    	>
    	</modifier>
    
    </affector>
    affector_art.entity
    Code:
    <affector
    	name="Affector_Plant_Ability1_Art"
    
    	radius="400"
    	arc="100"
    	
    	lifetime="500"
    	
    	impactinterval="100"
    	
    	maximpactspertarget="6"
    	targetselection="all"
    	targetscheme="enemy_units"
    	effecttype="Magic"
    	persist="true"
    	effect=""
    >
    	<onimpact>
    		<applystate name="State_Stunned" duration="500,750,1000,1250" />
    		<playeffect effect="effects/impact.effect" source="target_entity"/>
    	</onimpact>
    </affector>
    state.entity
    Code:
    <state
    	name="State_Plant_Ability1"
    
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    	
    	effecttype="StatusDebuff"
    	allowtransfer="true"
    >
    	<onframe>
    		<damage effecttype="Magic DOT" amount="33.34,58.34,83.34,108.34" b="frametime" op="mult" />
    	</onframe>
    </state>
    state_self.entity
    Code:
    <state
    	name="State_Plant_Ability1_Self"
    
    	icon="icon.tga"
    	ishidden="true"
    	passiveeffect=""
    	
    	effecttype=""
    	
    	impactinterval="2500"
    >
    	<onimpact>
    		<spawnaffector name="Affector_Plant_Ability1_Art" target="source_entity" />
    		<playeffect effect="effects/breath.effect" source="source_entity"/>
    	</onimpact>
    	
    	<ondeath>
    		<delete target="proxy_entity" source="source_entity" />
    		<expire />
    	</ondeath>
    	
    	
    	<modifier key="Alt" modpriority="1"
    	>
    		<onimpact>
    			<spawnaffector name="Affector_Plant_Ability1_Art" target="source_entity" />
    			<playeffect effect="effects/breath_alt.effect" source="source_entity"/>
    		</onimpact>
    		
    		<ondeath>
    			<delete target="proxy_entity" source="source_entity" />
    			<expire />
    		</ondeath>
    	</modifier>
    	
    	
    </state>


    Ability 2 - Ensnaring Shrubbery

    Puts a buff on target ally that slows nearby enemies and heals allies when damaged.

    Mana 60
    Cooldown 14
    Cast range 700
    Cast action time 0

    Applies buff to target ally for 3/4/5/6 seconds

    Buffed targets have an aura that slows nearby enemies within 275 radius
    Slows for 25%/30%/35%/40%
    Slow lingers for 0.5 seconds after leaving range

    If a buffed target is damaged by a non DOT, heals all allies within 400 radius
    Heals for 40% of damage taken (after reductions)
    Heal applies to self (equivalent to 40% damage reduction)

    Effect type is magic

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

    ability.entity
    Code:
    <ability
    	name="Ability_Plant2"
    	
    	statuseffecttooltip=""
    	icon="icon.tga"
    	
    	anim="ability_2"
    	casttime="100"
    	castactiontime="0"
    	casteffect=""
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="target_entity"
    	targetscheme="ally_heroes"
    	casteffecttype="Magic"
    	range="700"
    	
    	frontqueue="true"
    	
    	manacost="60"
    	cooldowntime="14000"
    	
    	doubleactivate="true"
    
    >
    	<onimpact>
    		<applystate name="State_Plant_Ability2" duration="3000,4000,5000,6000" target="target_entity" proxy="source_entity" pushentity="true" />
    		<setproxy target="stack_entity" />
    	</onimpact>
    
    </ability>
    state.entity
    Code:
    <state
    	name="State_Plant_Ability2"
    
    	icon="icon.tga"
    	passiveeffect="effects/state.effect"
    
    	effecttype="StatusBuff"
    	allowtransfer="true"
    	
    >	
    	<aura state="State_Plant_Ability2_Debuff_Aura" radius="275" duration="500" effecttype="Magic DeBuff" targetscheme="enemy_units" />
    	
    	<ondamaged priority="-1">
    		<damageeffecttype effecttype="DOT" />
    		<else>
    			<cantarget targetscheme="enemy_heroes">
    				<spawnaffector name="Affector_Plant_Ability2" target="source_position" param="source_damage" />
    			</cantarget>
    		</else>
    	</ondamaged>
    	
    	<onexpired>
    		<expirestate name="State_Plant_Ability2_Effect" />
    	</onexpired>
    </state>
    affector.entity
    Code:
    <affector
    	name="Affector_Plant_Ability2"
    
    	
    	radius="400"
    	
    	targetselection="all"
    	targetscheme="ally_units"
    	effecttype="Magic"
    	maximpactspertarget="1"
    
    	
    >
    	<onspawn>
    	</onspawn>
    
    	<onimpact>
    		<heal a="0.4" b="param" op="mult" />
    		<playeffect effect="effects/heal.effect" source="this_position" target="this_position" occlude="true"/>
    	</onimpact>
    	
    </affector>
    state_debuff_aura.entity
    Code:
    <state
    	name="State_Plant_Ability2_Debuff_Aura"
    	
    	icon="icon.tga"
    	
    	passiveeffect="effects/state_debuff.effect"
    	
    	effecttype="StatusDebuff"
    	
    	movespeedslow="0.25,0.30,0.35,0.4"
    
    >
    	
    </state>


    Ability 3 - Combat Vigor

    Passively gives nearby allies bonus movement speed when they attack.

    Mana n/a
    Cooldown n/a
    Cast range n/a
    Cast action time n/a

    Aura radius 900
    Aura applies to all allies (both heroes and creeps)
    Does not apply to gadgets

    Units affected by aura gain bonus movespeed for 3 seconds when they attack anything

    Melee units gain 25/50/75/100 movespeed for 1.5 seconds
    Ranged units gain 12.5/25/37.5/50 movespeed for 1.5 seconds
    Movespeed bonus decreases to 0 over next 1.5 seconds

    Movespeed bonus applies to base movespeed, so percentage based movespeed effects benefit accordingly

    This ability is an exclusive attack modifier that does not stack with itself
    No effect type

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

    ability.entity
    Code:
    <ability
    	name="Ability_Plant3"
    	
    	icon="icon.tga"
    	
    	maxlevel="4"
    	requiredlevel="1,3,5,7"
    
    	actiontype="passive"
    	casttime="0"
    	castactiontime="0"
    	noresponse="true"
    >
    	<onimpact />
    
    	<aura state="State_Plant_Ability3" radius="900" targetscheme="player_controlled_ally_units_not_gadgets" effecttype="" propagatecondition="not_stealthed" 
    
    ignoreinvulnerable="false" notooltip="true" />
    </ability>
    state.entity
    Code:
    <state
    	name="State_Plant_Ability3"
    
    	icon="icon.tga"
    	passiveeffect=""
    	displaylevel="true"
    	
    >
    	
    	<modifier key="Plant_Melee_Attack" condition="melee" modpriority="100"
    	>
    		<onattack>
    			<applystate name="State_Plant_Ability3_Buff" target="source_entity" duration="3000" />
    		</onattack>
    	</modifier>
    	
    	<modifier key="Plant_Ranged_Attack" condition="ranged" modpriority="100"
    	>
    		<onattack>
    			<applystate name="State_Plant_Ability3_Buff" target="source_entity" duration="3000" />
    		</onattack>
    	</modifier>
    </state>
    state_buff.entity
    Code:
    <state
    	name="State_Plant_Ability3_Buff"
    
    	icon="iconb.tga"
    	passiveeffect="effects/state_speed.effect"
    	displaylevel="true"
    	
    	effecttype="StatusBuff"
    	allowtransfer="true"
    
    	
    >
    	<modifier key="Plant_Melee" condition="melee" modpriority="100"
    		movespeedstart="25,50,75,100"
    		movespeedmid="25,50,75,100"
    		movespeedmidpos=".5"
    		movespeedend="1"
    	>
    	</modifier>
    	
    	<modifier key="Plant_Ranged" condition="ranged" modpriority="100"
    		movespeed="12.5,25,37.5,50"
    		movespeedmid="12.5,25,37.5,50"
    		movespeedmidpos=".5"
    		movespeedend="1"
    	>
    	</modifier>
    </state>


    Ability 4 - Entangling Vine Wall

    Summons a wall of vines at target vector. The vines will attack and slow nearby enemies.

    Mana 100/150/200
    Cooldown 90/80/70
    Cast range 800
    Cast action time 0

    Gives 200 day and night clearvision at cast location (not entire vine wall) for 3 seconds

    Summons 26 vines at target location
    Vines are arranged in a 2 x 13 pattern
    Vine wall is 600 units long by 60 units thick

    Wall lasts for 6/8/10 seconds

    Each vine has a 16 radius unit size that is impassible
    Effective wall size is 632 long by 92 thick

    Each vine does 20/30/40 damage with a 1.0 second attack cooldown and 250 attack range
    Vine attacks slow for 30%/40%/50% for 1.5 seconds

    Each vine has 30 health, 0 armor, and 0 magic armor (but has gadget immunity from AOE spells)
    Each killed vine gives a 10 to 15 gold bounty and 15 experience bounty
    Vines leave corpses

    Vines have 600 day and night vision

    Damage type is physical
    Movement slow has no effect type and cannot be purged or transferred

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

    ability.entity
    Code:
    <ability
    	name="Ability_Plant4"
    	statuseffecttooltip=""
    	
    	icon="icon.tga"
    
    	anim="ability_4"
    	casttime="500"
    	castactiontime="0"
    	casteffect=""
    
    	maxlevel="3"
    	requiredlevel="6,11,16"
    
    	actiontype="target_vector"
    	targetmaterial="/shared/materials/vector_cast_indicator_empath.material"
    	targetradius="325"
    	casteffecttype="Magic"
    	targetscheme="enemy_units"
    
    	modifierkey="Plant1,Plant2,Plant3"
    	
    	manacost="100,150,200"
    	cooldowntime="90000,80000,70000"
    
    	range="800"
    	
    >
    	<onimpact>
    		<setpos0 position="target_position" positionend="delta_position" positionmodifier="pointonline" positionvalue="400" />
    		<spawnunit name="Gadget_Plant_Ability4_One" target="pos0" pushentity="true" facing ="target_position" />
    		
    		<spawnlinearaffector
    			name="Affector_Plant_Ability4"
    			target="target_position"
    			direction="target_position"		
    			targetorigin="delta_position"
    			directionorigin="delta_position"
    			targetmodifier="pointpastline"
    			directionmodifier="pointpastline"
    			directionvalue="300"
    			targetvalue="-300"
    			firsttarget=""  
    			proxy="stack_entity"
    		/>
    
    	</onimpact>
    </ability>
    gadget_one.entity
    Code:
    <gadget
    	name="Gadget_Plant_Ability4_One"
    		
    	icon=""
    	portrait=""
    	modelscale="1"
    	model="/shared/models/invis.mdf"
    	skin=""
    	
    	passiveeffect=""
    	spawneffect=""
    	respawneffect=""
    	isselectable="false"
    	iscontrollable="false"
    	invulnerable="true"
    	selectsound=""
    	orderconfirmedsound=""
    	drawonmap="false"
    	
    	preglobalscale="0.9"
    	effectscale="1.0"
    	boundsheight="38"
    	boundsradius="42"
    	selectionradius="0"
    	targetoffset="0 0 0"
    
    	canrotate="false"
    	ismobile="false"
    	isflying="false"
    	clearvision="true"
    	
    	sightrangeday="200"
    	sightrangenight="200"
    
    	attacktype="none"
    	
    	unitwalking="true"
    	
    	lifetime="3000"
    	corpsetime="0"
    	deathtime="0"
    	corpsefadetime="0"
    	
    	blocking="false"
    	
    >
    
    
    </gadget>
    affector.entity
    Code:
    <linearaffector
    	name="Affector_Plant_Ability4"
    
    	minlength="0"
    	maxlength="650"
    	subsegmentoffset="50"
    	subsegmentlength="72"
    
    >
    	<onimpact>
    		<spawnunit name="Gadget_Plant_Ability4_Ward" count="1" target="target_position" offset="0 -30" offsetspace="this_proxy_entity" fixedposition="true" />
    		<spawnunit name="Gadget_Plant_Ability4_Ward" count="1" target="target_position" offset="30 0" offsetspace="this_proxy_entity" fixedposition="true" />
    	</onimpact>
    </linearaffector>
    gadget/gadget.entity
    Code:
    <gadget
    	name="Gadget_Plant_Ability4_Ward"
    	
    	icon="../icon.tga"
    	portrait="../icon.tga"
    	model="vine_top/model.mdf"
    	skin=""
    	
    	passiveeffect="vine_top/effects/spawn.effect"
    	spawneffect=""
    	respawneffect=""
    	selectsound=""
    	orderconfirmedsound=""
    	
    	preglobalscale="1.85"
    	modelscale="1.0"
    	effectscale="0.9"
    	boundsheight="64"
    	boundsradius="16"
    	selectionradius="20"
    	targetoffset="0 0 64"
    
    	movespeed="0"
    	turnrate="320"
    	ismobile="false"
    	canrotate="true"
    	unitwalking="false"
    	
    	maxhealth="30"
    	healthregen="0"
    	maxmana="0"
    	manaregen="0"
    
    	armor="0"
    	magicarmor="0"
    	immunity="GadgetImmunity"
    
    	canattack="true"
    	hoveronmap="false"
    	
    	attackduration="800"
    	attackactiontime="0"
    	attackcooldown="1000"
    	attackdamagemin="20,30,40"
    	attackdamagemax="20,30,40"
    	attacknumanims="1"
    	attackoffset="0 20 60"
    	attackprojectile=""
    	attackrange="250"
    	attackstarteffect=""
    	attackactioneffect=""
    	attackimpacteffect="effects/impact.effect"
    	attackeffecttype=""
    	attacktype="melee"
    	combattype="Ranged"
    	
    	aggrorange="600"
    	sightrangeday="600"
    	sightrangenight="600"
    
    	experiencebounty="15"
    	goldbountymin="10"
    	goldbountymax="15"
    	
    	lifetime="6000,8000,10000"
    	
    	unittype="PseudoPet"
    	
    	corpsetime="2000"
    	
    	blocking="true"
    >
    	<onattackingpredamage>
    		<setvalue source="target_entity" name="combat_deflection" a="combat_deflection" b="0" op="min" />
    	</onattackingpredamage>
    	
    	<onattackimpact>
    		<cantarget targetscheme="enemy_units">
    			<applystate name="State_Plant_Ward_Attack" duration="1500" />
    		</cantarget>
    	</onattackimpact>
    </gadget>
    gadget/state.entity
    Code:
    <state
    	name="State_Plant_Ward_Attack"
    
    	
    	
    	icon="../icon.tga"
    	passiveeffect="effects/state.effect"
    	
    	movespeedslow="0.3,0.4,0.5"
    	
    	effecttype=""
    	allowtransfer="false"
    >
    </state>
    Last edited by MacroHard; 06-12-2012 at 12:15 PM.

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  2. #2
    Tooltip says 100/170/240/310 damage on Spore Breath. Which ones right?

    Does Shrubbery heal take place before or after the damage is actually taken (can it prevent an otherwise fatal hit by healing?)

    You wrote cooldown 60/80/70 on vine wall, should probably be 80/70/60 or 90/80/70

    Wall duration is 6/8/10 according to tooltip, not 4/5/6

    Tooltip says 650 for Wall length
    Last edited by Assassine; 05-25-2012 at 02:15 PM.
    Nightfall

    Quote Originally Posted by Lucozade View Post
    I am pretty sure s2 will delte this thread soon since they are communism!!

  3.   Click here to go to the next staff post in this thread.   #3
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    Quote Originally Posted by Assassine View Post
    Tooltip says 100/170/240/310 damage on Spore Breath. Which ones right?

    Does Shrubbery heal take place before or after the damage is actually taken (can it prevent an otherwise fatal hit by healing?)

    You wrote cooldown 60/80/70 on vine wall, should probably be 80/70/60

    Wall duration is 6/8/10 according to tooltip, not 4/5/6

    Tooltip says 650 for Wall length
    Maximum of 120/204/288/372 magic damage should be correct. The debuff deals 40/68/96/124 magic damage per second. The maximum duration is actually 3 seconds, since the cone lasts for 2.5 seconds and there is a 0.5 second linger. The tooltip multiplies the DOT by 2.5. I may be wrong, but I do not see anything in the script that would terminate the damage at 2.5 seconds. This may be worth testing but I am 92% certain its 372 max.

    Shrubbery heals after the damage is applied, so it will not mitigate fatal damage. Had it been the other way around then it would not have worked at or near full health!

    Thanks for the typos. They have been fixed.

    The wall itself is 600 wide, as it spawns an affector for 300 distance in each direction from the point it was cast. This affector is then subdivided in 50 unit increments to spawn 13 vines. The first and last vines are 600 distance center to center. Once you include their size it is 632. Perhaps they put the tooltip at 650 to approximate the width of the vines? Or maybe it just multiplied the 50 units by 13 vines?
    Last edited by MacroHard; 05-25-2012 at 02:17 PM.

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  4. #4
    Could make it work both ways by working similar to Nomes wisdom, but thats just balance i guess. Thanks
    Nightfall

    Quote Originally Posted by Lucozade View Post
    I am pretty sure s2 will delte this thread soon since they are communism!!

  5. #5
    does the entangling vine wall attack towers like pollywog's wards?
    DaddyMeander, protector of all the HoN players, is my father.
    Quote Originally Posted by Sven2 View Post
    It's totally possible to play a serious mid wars game. I always wear a suit and matching tie for mid wars. Also, remember to sit up straight and play with a professional expression on your face.

    Quote Originally Posted by MrSnowJr View Post
    As WS about to stun him, I click him before he begins his homosexual gymnast act, as im about to stun i get flung 50 different ways, ministunned enough times to go make a bowl of cereal and come back, but still no stun, even though i did my part perfectly and he just went HURRRR DURRR on the keyboard while punching his mouse.

  6. #6
    How many vines do you have to destroy to fit into a gap in the middle of a vine wall? Vines are uncontrollable that A-click the ground?
    Critique my guides:
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  7. #7
    Quote Originally Posted by JD`z View Post
    does the entangling vine wall attack towers like pollywog's wards?
    Yes, but because of their very short attack range (not all vines can hit the tower no matter how the wall is placed) and low damage it isn't nearly as effective as polly ult. It certainly helps if you absolutely need to kill a tower fast though.

  8. #8
    yeah hehe thanks for answering :3
    DaddyMeander, protector of all the HoN players, is my father.
    Quote Originally Posted by Sven2 View Post
    It's totally possible to play a serious mid wars game. I always wear a suit and matching tie for mid wars. Also, remember to sit up straight and play with a professional expression on your face.

    Quote Originally Posted by MrSnowJr View Post
    As WS about to stun him, I click him before he begins his homosexual gymnast act, as im about to stun i get flung 50 different ways, ministunned enough times to go make a bowl of cereal and come back, but still no stun, even though i did my part perfectly and he just went HURRRR DURRR on the keyboard while punching his mouse.

  9. #9
    Quote Originally Posted by MacroHard View Post
    Maximum of 120/204/288/372 magic damage should be correct. The debuff deals 40/68/96/124 magic damage per second. The maximum duration is actually 3 seconds, since the cone lasts for 2.5 seconds and there is a 0.5 second linger. The tooltip multiplies the DOT by 2.5. I may be wrong, but I do not see anything in the script that would terminate the damage at 2.5 seconds. This may be worth testing but I am 92% certain its 372 max.
    I just tried the hero in practice mode. Q left a creep with 550 hp at 168 hp, so apparently it deals 382 damage.

  10.   Click here to go to the next staff post in this thread.   #10
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    Yeah DW Grasp has this problem too, it deals 2 more frames of damage than intended IIRC.

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    Look for my highlighted text (important information) and grey text (interesting but not required information).

  11. #11
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    Hmmm...Why would a gadget leave a corpse? Not even Arachna's Spider does that. Possibly intended Balphagore combo?
    My goal is for at least one of my heroes to be ported into HoN! Help my cause and get S2 to see these!
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  12. #12
    Plant corpses for Balph eh? Well, he -is- trying to cut back on his cholesterol...

  13. #13
    Quote Originally Posted by IsmaelVera View Post
    Hmmm...Why would a gadget leave a corpse? Not even Arachna's Spider does that. Possibly intended Balphagore combo?
    They don't actually leave usable corpses.

  14. #14
    Quote Originally Posted by Dominare View Post
    not all vines can hit the tower no matter how the wall is placed
    Update: I'm full of crap apparently. After some more practice I've found you can in fact place the wall such that all 16 vines will hit the tower, and if you do it does rather a lot of damage. Still less overall than Polly's because of the vastly shorter duration, but certainly better dps while its active.

  15. #15
    Quote Originally Posted by Dominare View Post
    Plant corpses for Balph eh? Well, he -is- trying to cut back on his cholesterol...
    LOOOOOL XD

    I can see tablet working on this guy, or just skilled turning. Knowing when the spore starts stunning and immidieatly turn to stun in a wider radius, or tablet to stun everything along a line -> Magmus stun yo.

    Since the damage dot also lingers, seems like we can all finally put our "lol I'm swiftblade"-spinning to use =) You know, when you press move close enough to your hero for him to only turn but not move, and then contiually doing this in a small circle making him spin like swiftblade?
    Last edited by Rkey; 05-26-2012 at 08:58 PM.

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    Quote Originally Posted by MacroHard View Post
    Maximum of 120/204/288/372 magic damage should be correct. The debuff deals 40/68/96/124 magic damage per second. The maximum duration is actually 3 seconds, since the cone lasts for 2.5 seconds and there is a 0.5 second linger.
    The damage has been reworked as of v2.6.4 to do a total of 100/175/250/325 total over the full 2.5 second duration plus 0.5 second linger.
    33.34,58.34,83.34,108.34 per second now.

    =P

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