Itsthatguy Posted January 23, 2013 Report Share Posted January 23, 2013 Large Item List... Changelog: 1/23/2013 - Changed Piercing Blade's additional Spell damage per attack to 75% your hero's armor and 75% your target's armor. - Changed Diamond Armor total cost from 2900 to 3100 - Changed Shadow cloak cost from 750 to 950 - Buffed Shadow cloak movement speed stat from 2% to 3%. - Buffed Hyper Generator stats from +15INT to +20INT and also +3 Energy regen to +3.5 Energy regen. - Nerfed Titan Armor stats from 7 Armor to 6 Armor and also 18% Spell Resist to 12% Spell Resist and also +1000 Heatlh to +950 Health. Piercing Blade Recipe Cost: 1300 Total Cost: 4500 Required Items: +80 Agility +15 Weapon Damage [unique] Your Attacks deals additional Spell Damage per attack equal to 75% of your hero's Armor plus additional spell damage equal to 75% of your target's armor. Effect: A good item for heroes who like to Stack HP + AGI Items. The AGI items will help get the unique working. This item does cost a lot but if you can get higher, it can really stack. Good to counter tanks who get lot of armor and low spell resist OR AGI heroes who have low spell resist but high armor//AGI. Hardened Mirror Recipe Cost: 110 Total Cost: 850 Required Items: Component of: [Diamond Armor] Note: This would result in a slight change to Korhal Vanguard to: Korhal Vanguard Recipe Cost: 690 Total Cost: 2015 Required Items: [Hardened Mirror] +225 Health +3 Armor +10% Spell Resist [unique] Nearby allies gain +8% Spell and Physical Damage Resistance. Note: No change except in the required items. +11% Spell Resist +3 Armor Effect: A mix between spell resist and Armor. Diamond Armor Recipe Cost: 1140 Total Cost: 3100 Required Items: [Hardened Mirror] +30 Strength +10 Intelligence +15% Spell Resist +7 Armor [unique] Your hero gains +10% True Damage Resistance. In addition, you reflect 15% of spell damage before mitgation to the enemy. Effect: A good item for heroes who like to Stack HP + AGI Items. The AGI items will help get the unique working. This item does cost a lot but if you can get higher, it can really stack. While the unique isn't particularly useful except vs gravity edge, and to reflect slight damage to casters. This can be good with Leo's Reflect or Vorpal's Dark Matter. Assassin's Rod Recipe Cost: 790 Total Cost: 1900 Required Items: Component of: [Hidden Staff] +25 Intelligence +10 Agility +10% Cooldown Reduction +4% Movement Speed [Active] Gain +35% Movement Speed for 2 seconds. 45 second Cooldown. Effect: This item is mainly for casters. When a situation gets tight, like avoiding AA heroes that will own your face off, use the active to help get a distance from them. The Passive movement speed and cooldown reduction also makes it fairly useful. Can be useful to catch someone to. Primarily it is useful to kill someone, then use this for an escape attempt like an assassin. Shadow Cloak Recipe Cost: 380 Total Cost: 950 Required Items: Component of: [Hidden Staff] [Distortion Shard] +10 Intelligence +10 Agility +3% Movement Speed [Active] Cloak for 2 seconds. Cancels cloak upon any Auto-Attack. 30 second Cooldown. Effect: This item gives very very small movement speed buff. In addition, it gives small stats for help. The main part is the Active, which gives cloaking for 2 seconds, which can be a life savor if you are ourt of position early game, as normally units do not have a form of escape early game. Beast mode vs early game tower divers. Hidden Staff Recipe Cost: 1050 Total Cost: 3900 Required Items: [Assassin's Rod] [Shadow Cloak] Component of: [Hidden Staff] +45 Intelligence +25 Agility +15% Cooldown Reduction +8% Movement Speed [Active] Gain +50% Movement Speed and Cloak for 2 seconds. The Cloak, but not the Movement speed is cancel upon any Atuo-Attack. 30 second Cooldown. Effect: This item is mainly for casters. When a situation gets tight, like avoiding AA heroes that will own your face off, use the active to help get a distance from them or get them off of you as cloak protects you and movement speed makes you get a fairly safe distance. The Passive movement speed and cooldown reduction also makes it fairly useful. Can be useful to catch someone to. Primarily it is useful to kill someone, then use this for an escape attempt like an assassin. The AGI also helps you get a slight bonus is armor too. Helm of Truth Recipe Cost: 750 Total Cost: 4450 Required Items: +50 Strength +6 Armor +15% Cooldown Reduction +350 Energy [Active] Disable cloaking on all units in a 5-unit Radius for 8 seconds. 60 second Cooldown Effect: A Decent tanking item. For you tanks that need both, Hp and Armor. The Energy helps energy and the cooldown reduction is just a bonus. The Active is very useful in dealing with pesky cloak units that you are trying to chase. This doesn't really help in revealing the enemy team though. Helpful if you item's are full and you won't want to use one for boundary scanner. The active seems over power if it revealed enemy, as it could counter shadows final easily and wreck him. Shadow's final is rather countered by a crowd and by a couple of other things, hence why it doesn't reveal. Distortion Shard Recipe Cost: 350 Total Cost: 5100 Required Items: [Shadow Cloak] +30 Strength +30 Intelligence +30 Agility +4% Movement Speed [Active] Teleport up to 9 units away. When you teleport, a clone of your hero will be created in the area you teleported from which lasts 10 seconds and does the last command your hero was told to do [excluding abilities]. In addition, after you teleport, you will be cloaked for 5 seconds. The Clone takes 100% Damage from all sources and deals damage physical damage equal to 25% of your Primary Stat. Your clone gains the stats of items, but does not proc uniques or heroic passives. When your hero is cloaked, any Auto-Attack or Ability use will stop cloak. These clones are revealed by detection. 30 second cooldown. Shares cooldown with Warp Shard // Small Hadron Collider. Effect: This is an illusion item. The primary purpose of this item is to fool your enemies. Since it doesn't really look like you teleported, your real hero is long gone, or actually behind the person, cloaked so they don't notice. It is similar to Tassadar's old Final in this sense. This ability can be fairly countered by True Sight [Op if you couldn't tell it was a clone in any way], but either way it provides decent Stats for a Warp Shard item. The plus side is that this can cause enemiees to be confused and force them to buy True sights, inwhich you can kill them. Hyper Generator Recipe Cost: 465 Total Cost: 1550 Required Items: Component of: [Demonic Staff] +20 Intelligence +3.5 Energy Regen Effect: An item that gives you massive energy regen. Very helpful to those who need the energy regen. Gives minor INT too. Primarily good for heroes who get it first. Demonic Staff Recipe Cost: 775 Total Cost: 5000 Required Items: [Hyper Generator] +120 Intelligence +5 Energy Regen +10% Cooldown Reduction -15% Weapon Damage and Attack Speed -10% Max Health [unique] Whenever you cast an ability, you gain a stack after 1 second, which causes your spells that do spell damage to deal an addition 3% True damage for 10 seconds. Can stack 5 times. Refreshes pre new stack. This stacks linearly and is always based on 100%. Effect: A strong INT Item. Most casters don't really have to worry about Weapon damage or Weapon Speed [similar how most AA heroes don't have to worry about physical resistance]. This stacks linearly. If you currently deal 150% Spell damage because of Yamato and Argus. This will still only be +3% stacking up to +15%. Be careful, as this item makes you unable to AA, and also unable to survive, as you are squishy, It is the caster version of Masamune Titan Armor Recipe Cost: 1110 Total Cost: 5000 Required Items: +30 Strength +950 Health +6 Armor +12% Spell Resistance -15% Movement Speed -12% Spell Damage and Weapon Damage [unique] You and nearby allies gain +10% Damage Resistance. Does not stack with Korhal Vanguard. Effect: A Super tank item. The results of getting this will slightly reduce your damage output and also cripple your movement speed. This ability is like the tank version of Masamune. Getting 6 of this item will make you nearly impossible to kill but also makes you nearly immobile and unable to deal damage. To Lazy to place my other item suggestions. Here is the link if you want to see more of my item suggestions: http://www.aeonofsto...ist-of-items-3/ Thanks for reading! vooxio 1 Quote Link to comment Share on other sites More sharing options...
akanna Posted January 23, 2013 Report Share Posted January 23, 2013 Like assassins rod, casters could really use more movement items Diamond armor: Since prye got a massive nerf, most people are starting to see crit as a more viable way to kill tanks atm, and it takes awhile to have the dps and crit ratio needed to overcome their armor and hp, so I don't know that its good to make it even harder to kill tanks. This also would make it it even easier for AA carrys to shut down casters, and there are already tons of items that help them do that. Overall think this item is a bad idea to introduce into play. Piercing blade is going to be WAAYYYY too strong on zera I think, adding another 50-100 spell damage per hit on top of all that agi spell damage it provides him, but on other agi heros I think it would provide a nice boost. Not a big fan of shadow cloak, but that's mostly because I think that cloak and burrow are already too prevalent and easily abused in the early game, however I do see the value in escape mechanisms. Smoke grenade is only good till you get out of the cast area, so you dont really have other options atm. But I think a lot of people will get this over shinobi for much faster cloak ganks and that could get messy. Helm of truth should be buffed to be a scan like boundary scanner, late game there is no viable counter to shadows ult without sacrificing your 6th item, and I think it would be nice to have an item with it built in. Think that distortion shard is a cool concept but could easily get pretty ridiculous in game play, however as a tass player I do approve of deception Demonic staff is going to he hilarious on vergil/unix if ever implemented. Titan armor should give far less base spell resist (thats a lot of spell resist esp since it will probably be paired with spell buffer), love the idea of an upgraded korpal though since nobody really uses it. those just are my thoughts, but overall I really like all the creativity and thought you put into things :) Quote Link to comment Share on other sites More sharing options...
residente Posted January 23, 2013 Report Share Posted January 23, 2013 I dont think True Dmg resist exist D: Quote Link to comment Share on other sites More sharing options...
vooxio Posted January 23, 2013 Report Share Posted January 23, 2013 I really like Hidden staff! thats probably the item i suggested in the other thread, good work! E// and the Helm of Truth looks pretty nice too Quote Link to comment Share on other sites More sharing options...
Eliwan Posted January 24, 2013 Report Share Posted January 24, 2013 @residente: It does. d= Tychus' Ultimate used to (bug, not feature) give True Damage resistance. Additionally, I think Korhal Vanguard used to (it might still). Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted January 24, 2013 Author Report Share Posted January 24, 2013 Diamond armor: Since prye got a massive nerf, most people are starting to see crit as a more viable way to kill tanks atm, and it takes awhile to have the dps and crit ratio needed to overcome their armor and hp, so I don't know that its good to make it even harder to kill tanks. This also would make it it even easier for AA carrys to shut down casters, and there are already tons of items that help them do that. Overall think this item is a bad idea to introduce into play. Piercing blade is going to be WAAYYYY too strong on zera I think, adding another 50-100 spell damage per hit on top of all that agi spell damage it provides him, but on other agi heros I think it would provide a nice boost. I don't think AA Carries would really get Diamond Armor. As it doesn't provide a single AA Bonus. Force of entropy provides better AA things, and the reflect spell damage is actually lowered if enemy has gravity edge which is why I amplified it in the first place when i was first creating from 10% to 15%. I do see how it could be particularly strong for tanks, but I thought it would be nice if there was ONE item that countered True Damage to a degree. The game is heavily around countering other peoples build, but if you get pure crit damage or watever, it ain't really counterable besides stating massive amount of Hp. Piercing blade was originally going to be based on AGI, but i changed it because of zeratul. But i see that it still occurs the same problem Like you said. I think I'll change it to 75%//75%. So that it is useful to get vs enemy AGI heroes, instead of owning tanks. I'll lower Base spell resist on Titan Armor. I think when i was making it, it was originally at 12%, but when i looked at it again, I forgot to include the UNIQUE on it, thus buffing it to 18%. :P Not a big fan of shadow cloak, but that's mostly because I think that cloak and burrow are already too prevalent and easily abused in the early game, however I do see the value in escape mechanisms. Smoke grenade is only good till you get out of the cast area, so you dont really have other options atm. But I think a lot of people will get this over shinobi for much faster cloak ganks and that could get messy. I don't think this item would be a good cloak item. It only cloaks you for 2 seconds [and has a longer CD than Phase cloak]. In addition you don't gain any movement speed on the active either. So it isn't particularly useful unless your already fast for ganking. It would almost be like Nova's [E] without the movement speed. The story could be different if you were really fast charging already [Raptor//ZEAL+SWIFTNESS+SHADOW PASSIVE]. But in most cases you'd most likely see your enemy before they cloak, or they would uncloak fairly early. It is kinda an item you can get without having to buy phase cloak. Phase cloak is much longer, lower CD, and also provides much more favorable AGI//Weap damage for 1.4K more. It is slightly strong for its cost tho. Current Changes made: Changelog: 1/23/2013 - Changed Piercing Blade's additional Spell damage per attack to 75% your hero's armor and 75% your target's armor. - Changed Diamond Armor total cost from 2900 to 3100 - Changed Shadow cloak cost from 750 to 950 - Buffed Shadow cloak movement speed stat from 2% to 3%. - Buffed Hyper Generator stats from +15INT to +20INT and also +3 Energy regen to +3.5 Energy regen. - Nerfed Titan Armor stats from 7 Armor to 6 Armor and also 18% Spell Resist to 12% Spell Resist and also +1000 Heatlh to +950 Health. - Now Piercing blade is also effective in AGI vs AGI situations. It is also less effect for AGI vs tank as tanks usually have high hp and decent armor making it not as effect [Altho still fairly effective]. - Diamond Armor cost is slightly increased because it would be the only True damage resist item [Except Titan Armor]. - Changed shadow cloak cost so you can't easily get it as a first item. It is still avaliable early game, but it costs slightly more money, and also give it slightly more movement speed so it is more useful [as the stats kinda suck, the active is where it is at]. Now people have to go to heal to buy this item [risk getting under leveled from the early trip]. - Hyper generators Stats sucked. NEEDED the buff. +3 Energy regen may seem like a lot, but two lost treasure would be much better for nearly the same stats but bonus benefits [except it's unique stops that]. The item still seems slightly weak, but it is pretty strong for the heroes who need energy badly and can't afford late game items or don't want to get kenetic battery [because of AGI stats]. - Titan Armor. OP in tanking so many ways, regardless of the debuffs it gives [since if your a tank, you don't really need those. The passive is already strong]. Slightly reduced the hp by 50. :P Also reduced armor by 1, and also reduced spell resist by 6%. The unique already gave a lot especially since it is DAMAGE RESIST, working on true damage too :P. Honestly, it is the motherload of tank items providing basicly every type of resistance possible [besides debuff immunity]. To strong if all those tanking stats are ALL to high. Just becareful if ally gets this item, as he will most likely lack behind the group from being so slow :P Quote Link to comment Share on other sites More sharing options...
Nuparu Posted January 24, 2013 Report Share Posted January 24, 2013 Itsthatguy, there's swiftness and spell buffer ;D Quote Link to comment Share on other sites More sharing options...
residente Posted January 24, 2013 Report Share Posted January 24, 2013 @residente: It does. d= Tychus' Ultimate used to (bug, not feature) give True Damage resistance. Additionally, I think Korhal Vanguard used to (it might still). Anyway it shouldnt exist, true damage is true Quote Link to comment Share on other sites More sharing options...
pchacker Posted January 28, 2013 Report Share Posted January 28, 2013 I suggest to change diamond armors unique to function like a reflect, as giving true damage resistance kind of defeats the purpose of having true damage. So it would be something similar to: Unique: Reflects X% of true damage back to attacker as spell damage. Quote Link to comment Share on other sites More sharing options...
Firnefex Posted January 28, 2013 Report Share Posted January 28, 2013 I suggest to change diamond armors unique to function like a reflect, as giving true damage resistance kind of defeats the purpose of having true damage. So it would be something similar to: Unique: Reflects X% of true damage back to attacker as spell damage. No, Spell Damage leads to infinite loops and therefore reflect is always True Damage because it can't be reflected again! Quote Link to comment Share on other sites More sharing options...
ShadowFlame Posted January 28, 2013 Report Share Posted January 28, 2013 Reflect spell damage and true damage resistance? Its not that the item isnt a good idea, but there is and never should be true damage resistance. Also, I dont think there should be spell reflection, because that would cause casters like maar to become worthless, as a few shots that you purposely run into will kill him (same thing on other heros such as brawler, RORY(molotov, lol), cyprus, and pretty much any caster). Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted January 30, 2013 Author Report Share Posted January 30, 2013 Reflect spell damage and true damage resistance? Its not that the item isnt a good idea, but there is and never should be true damage resistance. Also, I dont think there should be spell reflection, because that would cause casters like maar to become worthless, as a few shots that you purposely run into will kill him (same thing on other heros such as brawler, RORY(molotov, lol), cyprus, and pretty much any caster). I kinda disagree with the Reflect spell resistance part. Reflecting spell damage isn't to much of a big deal. Gravity Edge itself counters it, and most reflects count before migitation meaning argus and yamato amplifies won't factor into it. 30% Reflect may seem like a lot, but if you deal 1500 spell damage, you take 450 true damage. In addition, if you had argus and yamato it is reduced. In addition to that, gravity edge converts spell to true damage, thus successfully countering the item itself. The reason i'd like ONE true damage resistance item avaliable to all heroes, is because the fact that this game revolves around Counters. But what counters True Damage? Nothing. Maybe just stacking Hp over Hp, but that quickly becomes much less effective the higher you go. This makes gravity edge, kinda a uncounterable item, along with crits being uncounterable, and abilities that do true damage uncounterable too. Anyways, there are quite a bit of things in the game that have Resistance to true damage [Like many of the wards and a few cloaked item effects. Towers also have True damage resistance and what not]. In addition, with fuill item Cyprus [Without Ihan stacks]. He can take out a vorpal with 4K Hp and 70% Spell Resist in basicly one combo move + 1 AA [with starfury equiped]. My Point, Any hero can easily gain access to true damage. In in most cases, ever person tends to go towards getting the True damage items. Also, with raynor's death mark amplifying true damage, it makes it pretty difficult to survive his combo without 3K Hp or higher. Quote Link to comment Share on other sites More sharing options...
Revolution Posted January 31, 2013 Report Share Posted January 31, 2013 Pretty neat item suggestions.. Looks like most of the suggestions favor casters overall, which is good they definitely need a variety in items. Quote Link to comment Share on other sites More sharing options...
Firnefex Posted February 1, 2013 Report Share Posted February 1, 2013 But what counters True Damage? Nothing. Maybe just stacking Hp over Hp, but that quickly becomes much less effective the higher you go. This makes gravity edge, kinda a uncounterable item, along with crits being uncounterable, and abilities that do true damage uncounterable too. Anyways, there are quite a bit of things in the game that have Resistance to true damage [Like many of the wards and a few cloaked item effects. Towers also have True damage resistance and what not]. In addition, with fuill item Cyprus [Without Ihan stacks]. He can take out a vorpal with 4K Hp and 70% Spell Resist in basicly one combo move + 1 AA [with starfury equiped]. My Point, Any hero can easily gain access to true damage. In in most cases, ever person tends to go towards getting the True damage items. Also, with raynor's death mark amplifying true damage, it makes it pretty difficult to survive his combo without 3K Hp or higher. 1) If tooltip says "Damage Resist", it does not involve True Damage. Aeon/Daggoth for example have no defense against True Damage, only Phys./Spell. For buildings I don't know if its the same though... The counter to much Resist simply is True Damage, which value is always low compared to Phys./Spell Dmg. If there would be True Resistance it would make that type of damage senseless! 2) Cyprus could never do this. Maybe, just maybe if he is 1 vs 5. He has to deal about 4700 damage with just Explosion+Ulti+FuryAA, all before Yamato+Argus+Gravity+28%bonus to get 4000 Damage in the end! I have no values/scalings at hand atm, but I seriously doubt he can reach this... 3) Raynor's "Marked for Death" only amplifies Physical and Spell Damage, so Gravity Edge on him is a bad idea because it cripples his damage! Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 1, 2013 Author Report Share Posted February 1, 2013 1) If tooltip says "Damage Resist", it does not involve True Damage. Aeon/Daggoth for example have no defense against True Damage, only Phys./Spell. For buildings I don't know if its the same though... The counter to much Resist simply is True Damage, which value is always low compared to Phys./Spell Dmg. If there would be True Resistance it would make that type of damage senseless! 2) Cyprus could never do this. Maybe, just maybe if he is 1 vs 5. He has to deal about 4700 damage with just Explosion+Ulti+FuryAA, all before Yamato+Argus+Gravity+28%bonus to get 4000 Damage in the end! I have no values/scalings at hand atm, but I seriously doubt he can reach this... 3) Raynor's "Marked for Death" only amplifies Physical and Spell Damage, so Gravity Edge on him is a bad idea because it cripples his damage! At 2) The reason why I listed that was because we did test mode. Also You do not gain leaver buff if you enter a 1v1. You only gain leaver buff If a person leaves. The person wanted to see if he could manage to survive a full combo with Cyprus, and with full items, failed doing it. [With pure Organics + Spell Resist items. Altho his item build wasn't absolute best, he still was Level 18 with 3 organics and 3 spell buffers and still died.]. With the same build and no leaver bonus, you can also kill a fully leveled mandrake with 6 organic carapaces [About 10K Health]. At 3) False. Raynor's Death mark actually Does currently Amplify True damage unless Ecko has listed he has fixed it [Which i believe he hasn't]. Also Gravity Edge Converts AFTER conversions excluding Reflect damage. This has been tested and has been listed mutiple times on the Glitch section [by others and I, tested and confirmed. Trust me, when i tested it, i thought the opposite was going to happen but when you death mark a target with NO spell resistance, it will increase the damage by about 10%]. It is a reason why Raynors usually get Gravity edge as a 1st or 2nd item. At 1) I don't see how making a True Damage resist is entirely bad. It would provide a valid counter to it. You say that most true damage does low Spell Damage which is kinda false since Gravity edge converts 35%, which is quite a lot, and most True damage abilities do 250+ Damage [Rory's Stevie//Dustin's Beam//Erekul's final especially]. I don't see how making a True Damage resistance item would make True damage useless. The fact it is a unique means you CANT stack it. That means you can only get a very LIMITED amount of True Damage Resist. I would definately agree if True damage resist was easy to get, but by the fact you can only get it ONCE makes True Damage still very valid. It is a counter, but not that much of a counter. This game revolves around counters, so i dislike the fact that certain things are then Uncounterable [Like Rory's Moltov vs Parallax]. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 1, 2013 Report Share Posted February 1, 2013 Would you prefer if it said "+X% Health -Y% Spell Resistance -Z% Physical Resistance" =? Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 1, 2013 Author Report Share Posted February 1, 2013 Would you prefer if it said "+X% Health -Y% Spell Resistance -Z% Physical Resistance" =? Uh... What? O.o Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 1, 2013 Report Share Posted February 1, 2013 True Damage resistance can also be stated as "has more Health but less Spell and Physical Resistance"; right? Because let us say you have 1000 health; 20% Spell Resistance; and 30% Physical Resistance. If you added 10% TDR; you would have 1100 Health VS True Damage 1200 Health VS Spell Damage 1300 Health VS Physical Damage right? Therefore; instead of adding a "+10% TDR" you could say "+10% Health; -10% Spell Resistance; -10% Physical Resistance" and get 1100 Health 1100 Health VS True Damage 1188 Health VS Spell Damage 1287 Health VS Physical Damage Which is only a tad off for Spell/Physical damage but gives you the same Effective Health VS True Damage. d= Quote Link to comment Share on other sites More sharing options...
Revolution Posted February 1, 2013 Report Share Posted February 1, 2013 The whole point of true damage resist from what I understand is that Itsthatguy thinks you shouldn't have to stack health to counter it because stacking health isn't efficient and cannot be considered a counter to true damage because that can be said for anything. The more hp you have the more likely you'll survive spell attacks and physical attacks as well as true damage. He wants to get away from stacking hp for "TDR" Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 1, 2013 Author Report Share Posted February 1, 2013 The whole point of true damage resist from what I understand is that Itsthatguy thinks you shouldn't have to stack health to counter it because stacking health isn't efficient and cannot be considered a counter to true damage because that can be said for anything. The more hp you have the more likely you'll survive spell attacks and physical attacks as well as true damage. He wants to get away from stacking hp for "TDR" Not to mention that when you have a High health unit. They are primarily have low Physical and Spell Resist. When you get the combination mixture of both damages [Gravity edge and Crit Damage]. You can either counter it by getting mass Spell Resist//Physical Resistance, or Mass Health. Either way if you have to get both, it really limits your items as you will be looking at having most of your items just counter Types of damage and not even have factored what enemy abilities do either. I was fine how True damage was, until recent events where it is very EASY to get True Damage. True Damage is very common now. If you have -10% Spell Resist and +10% Max Health. It wouldn't exact work since if you get Argus crystal, it will amplfiy that damage. So maybe you deal 100% + 10% from enemy applifcation. Well now you deal 110%. Then Argus deals not only +20% but an addition +2% after that Too. :P Quote Link to comment Share on other sites More sharing options...
Eliwan Posted February 1, 2013 Report Share Posted February 1, 2013 I did say that it was rather rough-- 12 damage difference for a 1000 HP unit is 1.2% to begin with. D: I'm sure you could come up with better #'s Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 1, 2013 Author Report Share Posted February 1, 2013 Just because I'm Asian doesn't mean I have to do Math :D [Altho it is my stronger subject] Quote Link to comment Share on other sites More sharing options...
Firnefex Posted February 1, 2013 Report Share Posted February 1, 2013 At 2) The reason why I listed that was because we did test mode. Also You do not gain leaver buff if you enter a 1v1. You only gain leaver buff If a person leaves. The person wanted to see if he could manage to survive a full combo with Cyprus, and with full items, failed doing it. [With pure Organics + Spell Resist items. Altho his item build wasn't absolute best, he still was Level 18 with 3 organics and 3 spell buffers and still died.]. With the same build and no leaver bonus, you can also kill a fully leveled mandrake with 6 organic carapaces [About 10K Health]. At 3) False. Raynor's Death mark actually Does currently Amplify True damage unless Ecko has listed he has fixed it [Which i believe he hasn't]. Also Gravity Edge Converts AFTER conversions excluding Reflect damage. This has been tested and has been listed mutiple times on the Glitch section [by others and I, tested and confirmed. Trust me, when i tested it, i thought the opposite was going to happen but when you death mark a target with NO spell resistance, it will increase the damage by about 10%]. It is a reason why Raynors usually get Gravity edge as a 1st or 2nd item. Oh thats good to know, that Gravity works after amplification! Ok, lets say Cyprus get Yamato + Gravity + Star'sFury + 3*Argus + Ihan + Potion = 704 INT. He does following Spell Damage: 1205(W) + 2204(Ulti) + 704(SF) = 4113. Amplified its 6170. Now it splits into 4010(Spell) and 2159(True). Now lets calculate Vorpal's Spell Resist with 3* Spell Buffer: 20%Base+25%Passiv+3*20%Buffer+15%Buffer-Aura Thats 0.8 * 0.75 * 0.8 * 0.8 * 0.8 * 0.85 = 0.26 , means 74% Resist. 4010 * 0.26 = 1047 Spell Damage after mitigation. So in the end you should deal 1047 + 2159 = 3206 Damage plus some of your normal AA. With Leaverbonus you would do 4104. Therefore, if you really managed to kill him without Leaverbonus, then something is bugged I think... Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted February 1, 2013 Author Report Share Posted February 1, 2013 Oh thats good to know, that Gravity works after amplification! Ok, lets say Cyprus get Yamato + Gravity + Star'sFury + 3*Argus + Ihan + Potion = 704 INT. He does following Spell Damage: 1205(W) + 2204(Ulti) + 704(SF) = 4113. Amplified its 6170. Now it splits into 4010(Spell) and 2159(True). Now lets calculate Vorpal's Spell Resist with 3* Spell Buffer: 20%Base+25%Passiv+3*20%Buffer+15%Buffer-Aura Thats 0.8 * 0.75 * 0.8 * 0.8 * 0.8 * 0.85 = 0.26 , means 74% Resist. 4010 * 0.26 = 1047 Spell Damage after mitigation. So in the end you should deal 1047 + 2159 = 3206 Damage plus some of your normal AA. With Leaverbonus you would do 4104. Therefore, if you really managed to kill him without Leaverbonus, then something is bugged I think... Um Sunflare Gun Replace a Argus Crystal. You E Q Sunflare Gun R W. If you use it correctly W Pillar smash may proc twice [not sure]. P.S. He Barely died. If he had 200 more Health, he most likely would of survived. Sunflare Gun deals a good 1600 Spell Damage before amplifcation and resist items to a 4800 Health. Also, the Cunning Talent +5% Spell Damage. In any cases, it would deal about 4500 Spell Damage with Cunning + Sunflare. The AA would be just about 500 Damage or so. :P It would barely kill vorpal or a second AA would do it. Quote Link to comment Share on other sites More sharing options...
Firnefex Posted February 2, 2013 Report Share Posted February 2, 2013 Ok, lets say Cyprus get +5% Spell Damage Talent + Sunflare Gun + Yamato + Gravity + Star'sFury + 2*Argus + Ihan + Potion = 664 INT. He does following Spell Damage: 1400(SFG) + 1157(W) + 2164(Ulti) + 664(SF) = 4113. Amplified its 8481. Now it splits into 5513(Spell) and 2968(True). Now lets calculate Vorpal's Spell Resist with 3* Spell Buffer: 20%Base+25%Passiv+3*20%Buffer+15%Buffer-Aura Thats 0.8 * 0.75 * 0.8 * 0.8 * 0.8 * 0.85 = 0.26 , means 74% Resist. 5513 * 0.26 = 1440 Spell Damage after mitigation. So in the end you should deal 1440 + 2968 = 4408 Damage plus some of your normal AA. With Leaverbonus you would do 5642. Now it makes sense, but to get that combo off on a quick moving target isn't that easy. And with SFG its at least a half second longer you stay near the target where you often get silenced (micro-lags not counting in). He could also survive if he activates Fortification! But its nice to see how much Damage a Cyprus can do, was funny to do this math... ;-) Quote Link to comment Share on other sites More sharing options...
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