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  1. #81
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    +1 magic armor/7 INT
    Yeah, won't make heroes OP.
    Armadon has about 100 Int at level 25, With this change, he'd have just over 14.25 magic armor, with shamans and starting MA that's 29.75 magic armor on ARMADON
    Thank Scout spikes don't do magic damage
    "Greenman101, spittin opinions like they're facts since '11 yo" -ZipperBear 2013

  2. #82
    You also draw the conclusion after giving just one example when thanks to the suggested scaling the ranges would bounce about pretty madly into really large differences. HoN is already a lot more different than Dota than people think. Sure making further differences might be a good idea as long as it evolves the genre forward but it has to be smart changes and honestly the suggested int change is pretty half-assed and not really completely thought through.

    As to when it comes to caster scaling mechanics, with a lot of work the system would be useful in a new game which is balanced around something like this from the start.

  3. #83
    Thank you for point out, i calculate wrong , as i admit i speak poor English, i need some time to make word to type in here later.


    Quote Originally Posted by Skyve View Post
    You should check your math again. At a 1% increase of magic damage per point of int you reach a 195% INCREASE in damage - meaning the skill would be dealing 295% of its base damage, or 885 magic damage. With the magic amor values you calculated that goes down to 451 effective damage. Which is more than twice the damage a 300 magic damage nuke would be doing right now.

    Further, you fail to point out why intelligence is underpowered (while a lot of people here spent a lot of effort in explaining why that is not the case).

  4. #84
    I seriously cant understand how this thread can be approved at all. Inteligence heroes have strong early game, they are not made to scale with progress of the game(although most of them do actually: Pyro can go dps items). This thread is all kinds of crazy and i dont think HoN needs to go in to LoL mode.

  5. #85
    To original poster, your part about this: 'E.G. Torturer with the following end game items: Tablet, Null, Totem, Treads on INT: 14+15+35+10 = 74 bonus int plus INT from himself at level 25(121 int total) he will have 121 + 74 = 195 total INT = 195% bonus magic damage
    (assume his base magic damage spell is 300 dmg, with 195% bonus he gain, he deal 300x1.95= 585 magic damage instead) sound terrible for STR and AGI heroes?
    Well if he use that spell to The Dark Lady at level 25(16 + 1.9*25 + 20 = 83.5 total INT = 11.9 magic armor, plus 5 magic armor that every heroes have she will have 16.9 armor in total which = 49% magic damage reduction) so The Dark Lady take = 585 x ((100-49)/100) = 298 damage, which isn’t deal much damage compare with old formula
    For old formula, The dark Lady will take 300 x .75(from her base magic armor) = 225 damage
    So the damage difference between new and old formula is just = 298 – 225 = 73 damage(approximately ½ - 1 auto attack hit at late game)
    Conclustion: this change won’t make magic damage Over Power for INT based heroes in my opinion as I explain above.'

    Your math are completely wrong. If for example with 195 int you say that torturer will deal 195% of 300 = 585 damage, at level 7 with 50 int, his nuke will deal 50% of 300 = 150 damage? This is the biggest blow to any magic damage. This means that Pyro, at level 6 with no items will have 24+3.2*5 = 40 int meaning his ultimate will deal : 450 * 40% = 180 damage - armor reduction of the enemy?

    You can't have both, it either is that Torturer will in fact deal 885 damage with 195 int or that pyro will deal 180 damage with his level 1 ultimate and no items. Either way, you can see there is something wrong, even more wrong when looking into heroes like Chutlu... 18 + 1.8*5 = 27 int at level 6 meaning his beams will deal a stunning 80 * 27% = 21.6 damage per beam lol.

    As you can see, your idea doesn't make any sens. Either way is wrong. Having a Wretched Hag as mentioned before at level 25 with Treads, Null, Totem, HellFlower = 24+(2.5*24)+10+15+35+20 = 184 int = dealing 852 damage with scream and 1789.2 with her ult OR at level 7 with no + int items, she will have 24+2.4*6 = 38.4 int meaning her scream will deal 300*.384 = 115.2 and her ultimate 270*.384 = 104 damage...

    As you can see, both scenarios are absolutely outrageous. Either way that you did your math make no sens, you cannot say that torturer will deal 585 at level 25 with those items without assuming that he will deal about 150 at level 7.

    Cheers, your proposal is failed, this should been put in place a LONG time ago, unfortunately, the game isn't balanced to simply push in such a system. You also didn't take into account the effect on creeps... Are creeps assumed to be at 0 int? Do their magic armor start increasing over time to keep it balanced (but at the same time, making it even harder for supports to kill them with spells...

    And just to show you how badly this doesn't work... The case of Torturer would be even more interesting on Impalement... How would you deal with a spell that deals physical damage... With 194 int, it would deal over 3000 physical damage... Or is this spell not receiving any bonus since it doesn't deal magic damage making it a not so scaling spell? Same with Deadwood's ultimate, scaling or not?

    I mean, the concept is interesting, but the simple truth is that you cannot simply push this into the game. As you can see from above, both scenarios make no sens and too many spells would have weird consequences...

  6. #86
    I love this idea !!!!!11!!!!11!!!11!1one!oneone!1!eleeven!!

    Who wants to fight boring and long teamfights, instead we can make int increase spell dmg, pick bombardier buy sheep/hellflower get over 130 int and destroy whole enemy team with 1 ultimate ! Awesome idea game would get so interesting and player skill based !

  7. #87
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    This thread has gone on for long enough.

    Thread closed.

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