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Click here to go to the first staff post in this thread. Thread: Transmutanstein & Zorgath

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  1.   Click here to go to the next staff post in this thread.   #1
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    Transmutanstein & Zorgath

    For a TL;DR summary of everything and of their skills, please scroll down to the bottom of this post.



    Both bosses:

    • Have the same type of AI as Kongor when they are outside of their boss zone for 3 seconds (turns invulnerable, negates all attack instances/damage instances until they are back in their boss zone)
    • Have the same type of immunity as Kongor (BossImmunity)
    • Have a similar (but not identical) growth mechanic as Kongor in terms of damage/max HP/armor
    • Instantly kill illusions if they are attacked by illusions




    Transmutanstein:

    • Known as "Neutral_TowerGuardian" in the entity files
    • Spawns 2 Tokens of Sight when killed. When a hero picks it up like a rune, it gives that hero 900 day/night clearvision and true sight. The bonus vision and truesight is lost when the hero dies.
    • Stats:
      • Base attack damage of 50, 5000 max HP & 20 HP/s regen, 2000 max mana & 10 mana/s regen
      • Melee attack range (128)
      • 3.5 armor and 50 magic armor
      • Growths: +1 attack damage, +50 HP and +0.1 armor every 20 seconds.
      • BAT of 1 (attacks once every second)
      • Gives +200 gold bounty to the team that killed it.

    • Full entity files are here: http://hondiff.appspot.com/browse/la...ower_guardian/
    • Screenshot:




    Q:


    • Passive skill: if Transmutanstein has less than 90% of his max HP, then do a check on how many enemy units are within 300 radius of Transmutanstein every 5 seconds.
    • An PB-AoE spell of 300 radius has a chance of spawning - the affector spawned will deal 300 Magic Damage when it spawns. After 2 seconds, it deals another 300 Magic Damage within 300 radius and pushes enemies (within 300 radius of Transmutanstein) 150 units over 0.25s away from Transmutanstein.
    • The activation chance of the skill is based on how many enemies are within 300 radius of Transmutanstein. 0 enemy units = 0% proc change. 1 enemy unit = 33% proc chance. 2 enemy units = 66% proc chance. 3+ enemy units = 100% proc chance.
    • Has an 11 second cooldown.
    • Screenshot:




    [img]http://img256.imageshack.us/img256/1526/transmutansteinq2.jpg[/img[



    W:


    • Does a check every frame. If Zorgath is alive and Zorgath's HP is less than 70% of his max HP, channel this skill for 5 seconds - max channel range of 700 (ie, only channel if Zorgath & Transmutanstein are at most 700 units apart - check radius is 1500 units for the on-frame check)
    • While channeling, as long as Zorgath is not at max HP, damage Transmutanstein for 200 physical damage per second and heal Zorgath for 200 HP per second. Also grants Zorgath +66% base damage.
    • Has a 10 second cooldown.
    • Screenshot:






    Zorgath:


    • Known as "Neutral_TowerMaster" in the entity files
    • Spawns Tablet of Power when killed (all 5 runes applied on the hero that picks up it and the 4 non-illusion buffs applied onto the 2 illusions spawned)
    • Stats:
      • Base attack damage of 39, 3000 max HP & 20 HP/s regen, 2000 max mana & 10 mana/s regen
      • 500 attack range
      • 3.5 armor and 5.5 magic armor
      • Growths: +1 attack damage, +50 HP and +0.1 armor every 20 seconds.
      • BAT of 1 (attacks once every second)
      • Gives +200 gold bounty to the killer and +150 gold bounty to the rest of the team.

    • Full entity files are here: http://hondiff.appspot.com/browse/la.../tower_master/
    • Screenshot:




    Q:

    • Do a check on how many units are within 300 radius of Zorgath whenever Zorgath successfully lands an attack on a target.
    • Has a chance of channeling the skill based on the results of above. If activated, channels for 10 seconds with a max channel range of 700 (with respect to the enemy unit). Spawns a stationary affector at the location of the nearest enemy unit.
    • While channeling, deals Physical Damage per second to all enemies within 300 radius of where the affector spawned. Damage dealt is equal to Zorgath's total attack damage.
    • The activation chance of the skill is based on how many enemies are within 300 radius of Transmutanstein. 0 enemy units = 0% proc change. 1 enemy unit = 10% proc chance. 2 enemy units = 20% proc chance. 3+ enemy units = 100% proc chance.
    • Cannot use another spell for 13 seconds after this spell is cast.
    • Has a 18 second cooldown.
    • Screenshot:



    W:

    • Checks if a visible enemy unit is within 400 range of Zorgath. If this check passes true, then spawn an affector on the closest enemy unit.
    • After a 2 second delay, this affector deals 300 Magic Damage to all enemy units within 250 radius and knocks them back 200 units over 0.25s away from Zorgath.
    • Cannot use another spell for 6 seconds after this spell is cast.
    • Has a 17 second cooldown.
    • Screenshot:







    ================================================== =============================================


    TL;DR Summary:


    • If you're going to use magic damage spells/attacks, use them on Zorgath (Transmutanstein has a whopping 50 magic armor while Zorgath only has 5.5)
    • When Zorgath is attacking someone, try not to stand near the person he's attacking - his channeling physical AoE spell hurts a lot and it's best if he doesn't cast it. If he does cast it, then make sure you're out of the AoE indicated by the red lightning clouds.
    • Early/mid game of Watchtower/Midwars, focus Transmutanstein first - even though he has more max HP, he won't heal unlike Zorgath. When you have a lot of DPS late-game, it is more worth it to focus Zorgath first since he is a bigger threat & Zorgath drops the all important Tablet of Power. Just make sure you don't use Tablet of Power right away or else your illusions will kill themselves.



    Skills Summary:


    • Transmutanstein:
      • Q: Has a chance to spawn a PBAoE every 5 seconds; chance is proportional to the amount of nearby enemy units. The PBAoE deals 300 magic damage to enemy units when it spawns. 2 seconds later, it deals another 300 magic damage to enemy units and pushes them back 150 units. 11 second cooldown.
      • W: If Zorgath has less than 70% HP, channel this skill. Transfer 200 HP per second from Transmutanstein to Zorgath and increases Zorgath's base damage by 66%. 10 second cooldown.

    • Zorgath:
      • Q: Has a chance to channel an AoE spell at the location of whoever Zorgath attacks; chance is proportional to the amount of nearby enemy units around that target. The channeling spell deals continuous physical damage to all units within 300 radius of the targeted area; the damage dealt per second is equal to Zorgath's total attack damage. 18 second cooldown, cannot use another spell for 13 seconds.
      • W: If a visible enemy unit is within 400 radius of Zorgath, then spawn an AoE spell on that target. 2 seconds later, it deals 300 magic damage to units within 250 radius of the area and knocks them back by 200 units. 17 second cooldown, cannot use another spell for 6 seconds.
    Last edited by ElementUser; 08-08-2012 at 10:40 PM.

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  2. #2
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    Whoa, that's a lot to read! I never thought their skills were so sophisticated.
    Crawl back to the pit that spawned you!

  3.   Click here to go to the next staff post in this thread.   #3
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    Quote Originally Posted by Tedde View Post
    Whoa, that's a lot to read! I never thought their skills were so sophisticated.
    I put a simplified version of the skills at the bottom for a reason

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  4. #4
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    I miss the days when Moraxus could solo them with More Axes! because they had 0 magic armor and he did huge amounts of % damage. Always loved this boss and I'm glad to see that they put some great effort into the skills in the rework. Now to make Kongor a similar threat.
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  5.   Click here to go to the next staff post in this thread.   #5
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    Quote Originally Posted by Hubaris View Post
    I miss the days when Moraxus could solo them with More Axes! because they had 0 magic armor and he did huge amounts of % damage. Always loved this boss and I'm glad to see that they put some great effort into the skills in the rework. Now to make Kongor a similar threat.
    Hmm, actually these skills were like this since forever lol :3.

    I think the only things they changed were what items that Transmutanstein/Zorgath dropped and the amounts of armor they have.

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  6. #6
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    So they dont drop token of invis and sight in watchtowers anymore?

  7.   This is the last staff post in this thread.   #7
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    Nope, they got changed across all modes. RIP Token of Invis

    Token of Sight is dropped still, it just isn't dropped in its item form - it's dropped in a "rune" form.

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  8. #8
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    Quote Originally Posted by Tedde View Post
    I never thought their skills were so sophisticated.
    Wow, this^^

    Thanks for the explanation; just goes to show how much work is really in the background of HoN.

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