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Durans.Chest (work in progress)(27 abilities so far)


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Changelog:[/size]

Date 1/27/2013

Started making hero

Date 1/28/2013

Changed number of Gems because my formula was wrong...

Created some combinations for fire.

Date 2/3/2013

Polished up hero skills, made it less space consuming... will start working on it once my ideas start going.

Date 4/5/2013

Made a load of new abilities.

Name: Durans.Chest

Portrait: ???

Unit Base: Chest

Type: Caster/Spammer/Jungler/Pusher/Carry/Initiator/[EXTREMELY HARD]

Script: After Duran's many years of exploring, he started to put all of his loot into one chest. This chest gained many powerful weapons. One time, Duran put a stone into this Chest, turning it alive, and gaining powers of all the items inside.

 

Starting Stats:

Base Health 220

Movement Speed 2.7

Attack Range 5.5

Attack Speed – 1.85

Base Damage – 40

Attack Name | Animation - Coin Spew (shoots a coin at target unit)

Base Armor 2

Strength – 22+5

Agility – 22+5

Intelligence – 30+9

 

--

 

Heroic Passive: Gem Swap

Duran gains a different spell for each combination of gems he has. By swapping Gems, Duran gains a new abilitiy to use.

Possible Gems:

Fire[F]

Water[W]

Ice

Summoning

Meteor[M]

Darkness[D]

Electric[E]

This will leave me with 119 spells if i calculated it right.... I removed ALOT of the gems, im sorry i did not feel like doing 1000+ abilities...

 

 

 

Effect: Replaces your Q,W,E.

By pressing Q, W or E you swap the gems to the one below it. It works in a slot based system. Say you have F F F (starting ones at game), then you press Q, you will get W F F giving you a different spell.

Q W E change the spell.

 

 

 

 

--

 

 

 

Only Ability: [15 Levels] -insert name of current spell-

 

Example.

 

FFF Inferno

D.C. Summons a giant area of fire over target area, burning all foes that walk over it.

Cost: 60(+3 per level)

Cooldown:20

 

Deals 10+(10 per level)+(30%INT) spell damage a second in a 4 unit area. Lasts 6 seconds.

 

 

FFW Flaming Steam.

D.C. creates a large cloud of steam, then lights it on fire, dealing damage to you and slowing you.

Cost: 60+(3 per level)

Cooldown:20

Deals 20+(10 per level)+(30%INT) spell damage once you enter the steam, and slows you for 10%+(1% per level) for 10 seconds. Then it damages you for 5 seconds after dealing 5+(5 per level)+(10%INT) a second.

 

 

FFI Frozen Flame

D.C. throws the frozen flame at you, dealing damage and doing a minor stun, and then dealing minor damage over time in a small aoe.

Cost: 60+3 per level.

Cooldown:20

Does 30+(10 per level)+(25%INT) spell damage on impact, then stuns for 0.3 seconds. Then the flame explodes over a small area, burning all foes hit for 15+(5 per level)+(15%INT) spell damage for 3 seconds.

 

FFS Flaming Demons.

D.C. summons demons of the flame, who damage nearby enemies each second. These demons last 25 seconds, and have 30% spell resist.

Cost:60+3 per level.

Cooldown:30

Does 5+(3 per level)+(3%INT) spell damage each second, and summons 3(+0.5 demons) per level.

 

FFM Kaboom

D.C. summons a meteor, which shoots at target area from him. It does damage to the first unit it hits, and all units in a 3 unit radius of that unit, then summons an aura of fire on the ground, damaging enemies progressivly who stand in it.

Cost:80+3 per level.

Cooldown:45

Does 30+(15 per level)+(60%INT) spell damage, and deals 5+(1 per level) damage for each additional second they stand in the fire.

 

FFD Shadow Flame

D.C. Summons a flame from hell, which destroys the vision of target foe, while chasing it and dealing damage. Lasts 10 seconds.

Cost:70+3 per level.

Cooldown:40

Does 15+(6 per level)+(30%INT) spell damage and target loses 0.5 vision each second.

 

FFE Blazing Thunderbolt

D.C. Summons a lightning bolt, which stuns, does damage on impact and does damage over time to target unit.

Cost:100+3 per level.

Cooldown:30

Does 50+(9 per level)+(70%INT) spell damage, stuns for 0.5+(0.1 per level) and deals 5+(5 per level)+(30%INT) spell damage for 4 seconds.

 

FWW Raining Fire

D.C. Summons a fire storm, raining fireballs down over target 9 unit area at a speed of 20 fireballs each second, each exploding in a 1.5 unit aoe, dealing minor damage per explosion.

Cost:100+3 per level.

Cooldown: 40

Does 15+(1 per level)+(15%INT 1 per level) spell damage per fireball.

 

FII FlameBite

D.C. summons a frozen wasteland over target 5 unit aoe, progressivly slowing them and dealing damage to them each second. Lasts 15 seconds.

Cost:75+3 per level.

Cooldown:30

Does 10+(3 per level)+(25%INT) spell damage a second, and deals 5+(3 per level) additional spell damage per second they have stood on the AoE. Slows for 35%+(2 per level) and slows for an additional 3% per each second stood on the aoe.

 

FSS Fireball Explosion.

D.C. Summons a fireball that explodes at target area, dealing damage, summoning 36 mini fireballs dealing minor damage to all foes they hit.

Cost: 100+3 per level.

Cooldown:10

Does 50+(5 per level)+(25%INT) spell damage a second, then deals 10(+3 per level)+(10%INT) per mini fireball.

 

FMM Depths of Hell.

D.C. Summons a meteor which hits the area summoning a giant crack infront of it, slowing and dealing damage per second to all units that pass over it.

Cost: 100+ 3 per level.

Cooldown: 60

Does 100+(3 per level) spell on impact, then deals (30%INT) spell damage a second and slows for 40%.

 

FDD Black Fole

D.C. Summons a black hole, then lights it on fire, dealing damage and trapping units in the black hole for 2.5 seconds.

Cost: 50+3 per level.

Cooldown: 75

Does 30+(3 per level)+(15%INT) spell damage a second, and has a width of 3+(0.2 per level)

 

FEE Fire Jump

D.C. Summons a lightning bolt shaped fireball, that jumps to other targets, dealing increased damage to each passing target. Jumps to a maximum of 20 targets.

Cost: 70+3 per level.

Cooldown: 15

Does 50+(3 per level)+(15%INT) spell damage, and deals (1%INT) spell damage additionally for every target it jumps to.

 

FWI Burning Glacier

D.C. Summons a heep of water, then freezes it, then lights it on fire, then pushes it in target direction, dealing damage, slowing by 20%, and finally stunning for 0.1 seconds every second

Cost: 110+3 per level.

Cooldown: 30

Does 60+(10 per level)+(10%INT) spell damage each second.

 

FWS Archer Army

D.C. Summons a army of archers, who shoot bows at all nearby enemy units for 5 seconds. Dealing damage over time on one every even shot, and slowing for every odd shot.

Cost: 80+3 per level.

Cooldown: 60

Summons 10+(2 per level). Deals 5+(5%INT) each shot, then deals 30 damage over 30 seconds, stacking up to 30 times. Slows for 30%. Archers have 3 attack speed.

 

FWM Clash of the Elements.

D.C. Summons a water ball, and a fireball, sending them towards the same point. When they combine, then turn into an obsidian meteor that homes in on the nearest target, dealing damage on impact, then slowing and dealing damage over time afterwords.

Cost: 100+3 per level.

Cooldown: 15

Deals 50+(5 per level)+(10%INT) spell damage on impact, then slows for 35% and deals 10+(3 per level)+(15%INT) spell damage over time for 3 seconds.

 

FWD Darkened Elements

D.C. Summons a cube, that explodes after 1 second, dealing damage over time, slowing and reducing vision for 5 seconds.

Cost: 70+3 per level.

Cooldown: 30

Deals 25+(5 per level)+(35%INT) spell damage per second, slows for 40%, and reduces vision by 6.

 

FWE Amplified Thunder

D.C. Summons a gush of water onto target foe, slowing them, then summons a lightning bolt onto them, dealing damage and lighting them on fire for a short time.

Cost:70+3 per level.

Cooldown:30

Slows for 30%. Deals 50+(10 per level)+(40%INT) spell damage. Deals 20+(40%INT+2% per level) spell damage over 3 seconds.

 

FIS Frost and Ice Familiars.

D.C. Summons 1 Ice and 1 Fire Familiar that slow nearby foes, and deal damage over time. Lasts 30 seconds.

Cost:130+3 per level.

Cooldown:50

Deals 20+3 per level+(25%INT) spell damage a second. Slows for 25+(4% per level)

 

FIM Frozen Explosion

D.C. Summons a frozen meteor that explodes onto target unit, giving rapid frost bite.

Cost:100+3 per level.

Cooldown:45

Deals 50+5 per level+(55%INT) spell damage on impact. Slows for 40+(1 per level) for 5 seconds.

 

FID Explosive Land Mine

D.C. Summons an invisible land mine, then covers it with darkness. When a unit walks over it, it explodes dealing spell damage over time and slows for a medium time.

Cost:15+1 per level.

Cooldown:5

Does 2+(3 per level)+(20%INT) spell damage a second for 15 seconds. Slows for 20% for 15 seconds.

 

FIE Burning Snow Storm

D.C. Summons a global snow storm where the fire is cold, and slows people as well as deals damage to them over time.

Cost:150+5 per level.

Cooldown:120

Does 10+(5 per level)+(35%INT) spell damage a second and slows for 20% for 15 seconds.

 

 

 

 

--

 

Additional Information

 

Recommended Item Build:

 

Starting Items:

 

Mid-Game Items:

 

Late-Game Items:

 

Core Items:

 

Optional Items:

 

--

 

Closing statement

This will be a work in progress, because i couldnt create 50+ abilities in one day. I will try and make about ~10 abilities a day? I may have to ask for help on combinations im stuck on.

This guy is like Maar on crack....

Every ability will have 16 levels... that will be fun....

Also i think i did my math right... can somebody tell me how many abilities i would have for this many gems? Cause im not doing 200+ abilities on a character...

Abilities do not do much damage, as you can spam them really easily, there is no cooldown for swapping spells, only that specific spell has the cooldown.

Okay.. back to working on this guy, will get the cast ranges done when im finished -__-

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*15 levels

 

4 + 4 + 4 + 3 = 15

 

d=

 

Anyway, how would it work?

 

Each ability opens a menu with 4 gems to choose from; e.g.

Q

Choose between 1 of 4 gems by using Q-W-E-R

W

Choose between 1 of 4 gems by using Q-W-E-R

E

Choose between 1 of 4 gems by using Q-W-E-R

 

and then R casts it?

 

In that case you have 4 * 4 * 4 = 16 * 4 = 64 abilities in total.

 

Or you could cheat and do what I did with Banished; and have each gem do the same thing regardless of what the other two presently are [4 main powers, 4 secondary, 4 tertiary = only 12 abilities you have to write]

 

 

Ignoring the fact there's only 15 spaces on the full command card [which btw we don't use anymore]; if you had all 19 of your proposed elements you would have 19 ^ 3 = 6859 abilities if each one matters

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My contribution:

Fire[F]: Small dot aeo (like fatty's w/e was)

Water[WA]: Slows target x movement

Ice: freezes target for 1 seconds or until x dmg

Nature[N]: target will agro natural creeps in x range for x seconds

Summoning[sU]: x random probe/scv/drones will spam on impact and attack target ( like bio ulti)

Sand[sA]: Aoe slow

Rock[R]: Target will get x dmg if he moves

Earthquake[E]: aeo stun for x seconds

Meteor[M]: Summons a big meteor, falling time x seconds, big dmg but dodgeable

Darkness[D]: Blinds target for x seconds

Electric[E]: Silences target for x seconds

Light[L]: Spell bounces x dmg between x targets

Toxic[TO]: Spell does x dot

Barrage[bA]: Spell is AEO

Bleeding[bL]: target healing/hp regen will drop x %

Repeating[R]: repeats previous debuff

Weather[WE]: river(same part as grunty's ulti) will slow x % movement

Trap[TR]: Next auto attack or spell will heal enemy target instead of dmg.

Time[TI]: decrease target timescale x%

 

solve for x :D

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Eliwan: Yes every ability has 16 levels...

So your q,w,e changes the gem you have, which changes the r, your spell. By pressing q,w,e, it goes down to the next slot on the gem's lineup(theorder i made them in), and then you have a new spell for every combination you have. Then R Casts it. Semi confusing.

Zeeend: Thanks for the ideas, i already had some of them like this.

Well, now its off to school... will be working on this when i get back.

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Okay easier system for you; and to read

 

Since each skill has 16 levels; just do this for each skill:

 

FFI Frozen Flame

D.C. Freezes a Flame using 2 Fire and 1 Ice gem. He then throws the frozen flame at you, dealing damage and doing a minor stun, and then dealing minor damage over time in a small aoe.

Cost: 57 +3x

Cooldown: 20

 

1: Does 20+10x (+25%INT) spell damage on impact, then stuns for 0.3 seconds. Then the flame explodes over a small area, burning all foes hit for 10+5x (+15%INT) spell damage for 3 seconds.

 

Would be easier.

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Um yea, instead of doing this:

1: Deals 10+(30%INT) spell damage a second in a 4 unit area. Lasts 6 seconds.

2: Deals 20+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

3: Deals 30+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

4: Deals 40+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

5: Deals 50+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

6: Deals 60+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

7: Deals 70+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

8: Deals 80+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

9: Deals 90+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

10: Deals 100+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

11: Deals 110+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

12: Deals 120+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

13: Deals 130+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

14: Deals 140+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

15: Deals 150+(30%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

16: Deals 160+(40%INT) spell damage a second in a 4 unit area.Lasts 6 seconds

 

Just do either this:

 

Deals 10*SpellLVL(+30% INT) speed damage per ssecond in a 4 unit area. Lasts 6 seconds.

Or this:

 

Deals 10/20/30/40/50/60/70/80/90/100/110/120/130/140/150/160(+30% INT) speed damage per ssecond in a 4 unit area. Lasts 6 seconds.

 

Since you're gonna put more spells in, you'll wanna save space.

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Banished.Veteran has 4 actives, and his Q-W-E stack up to 4 times apiece via Cast Chainer, so at level 16 he has 3+3^4 = 84 abilities.

 

So I already beat you both. ;D

I'm not really sure how that even works. After viewing the Hero, it doesn't seem to work like that. Except the fact that the passive just grants more STR than previous level. If you go that way, I'd have already made one hero like that too with 70 Abilities =/

 

I'm talking about 50+ Legit full different abilities having different effects. I already have a plan to do that. Different ability would not have any amplify or stack effect. Has to be it's own seperate ability. In most cases, then you have to make a new slot.

http://www.aeonofsto...anishedveteran/

 

I only see up to 8 abilities =/.

 

-edit- ok after reading Banzai Guy's comment like 5 times, i now understand the concept. But it is kinda just stacking abilities =/ It is kinda like saying Boro's [Q] can be used 4 times or something. =/.

I guess you could consider it to be 84 abilities [i don't think the math is right there tho] It is kinda just applying the same stacks in just a different amount >_<.

 

-edit- I got 56 abilities total for your hero if you count everything like you did (assuming i did it right. I tried going start counting with just, 1, 11, 111, 1111, 12, 122, 1222, 13, 133, 1333, 121,

 

Hmmm.... Altho my answer keeps changing, i am nearly positive that it would be over 50 i guess

 

-edit- Now i got 89 Abilities Lols... (As 1 orb only can make 1 combo, 2 orbs can make 6, 3 orbs can make... 10?, 4 orbs can make 16? Eh... YOU DO THE MATH.

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Q itself; W itself; E itself

 

1-5; CH[Q], CH[W], CH[E]

6-10; CH[QQ], CH[QW], CH[QE], CH[WW], CH[WE], CH[EE]

11-15; CH[QQQ], CH[QQW], CH[QQE], CH[QWW], CH[QWE], CH[QEE], CH[WWW], CH[WWE], CH[WEE], CH[EEE]

16-18; CH[QQQQ], CH[QQQW], CH[QQQE], CH[QQWW], CH[QQWE], CH[QWWW], CH[QWWE], CH[QWEE], CH[QEEE], CH[WWWW], CH[WWWE], CH[WWEE], CH[WEEE], CH[EEEE]

 

Remember that for Banished order doesn't matter! XD

Hmm I got 36 which can't be right...

 

Sigh gotta go to school

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Q itself; W itself; E itself

 

1-5; CH[Q], CH[W], CH[E]

6-10; CH[QQ], CH[QW], CH[QE], CH[WW], CH[WE], CH[EE]

11-15; CH[QQQ], CH[QQW], CH[QQE], CH[QWW], CH[QWE], CH[QEE], CH[WWW], CH[WWE], CH[WEE], CH[EEE]

16-18; CH[QQQQ], CH[QQQW], CH[QQQE], CH[QQWW], CH[QQWE], CH[QWWW], CH[QWWE], CH[QWEE], CH[QEEE], CH[WWWW], CH[WWWE], CH[WWEE], CH[WEEE], CH[EEEE]

 

Remember that for Banished order doesn't matter! XD

Hmm I got 36 which can't be right...

 

Sigh gotta go to school

Well anyways. It doesn't really seem like it is considered a new ability by doing those stacks. To me, it is like saying Cow's Brownstone Fissue at full charges [split] is a different ability compared to [Q] with no charges. Different effect, sure, but not really a different ability.

Yea I remember that order doesn't matter but i still kept confusin myself :P

 

And the +50 abilities shud always be counted on being able to cast them at level 18.

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It is a different ability-- the line wall serves as a damage and slight annoyance, whereas the split wall serves to make an obstacle that prevents enemies from escaping or chasing; depending-- the line wall can't be used as effectively at that function, and the split wall can't be used as effectively for damage.

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Well, sorry for the lack of abilities, mid terms -___-.

Well now that they are over, i should be able to do 10 abilities per day.

I am now working on a hero. And as for now, he is estimated to have Around just over 100+ Abilities.

I am 1 third the way threw. And I actually ran out of room on the post so i had to make another post tab and ill be posting them all at the same time. [i was going like, why won't it let me bold any more letters or do spoilers ect. ect. >_>] Its a cheap way, but I'm making it not to cheap.

 

Estimated Hero will take about 4 - 5 sets of posts but the abilities will be listed in Spoiler tabs :P

 

 

Also, I don't understand the 16 Levels on this hero.

 

Q = 4 levels

W = 4 levels

E = 4 levels

Thus? Shouldn't it go up to 12 Levels Max? And does leveling up QWE not matter?

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QWE is heroic passive :P

The R is your only spell, and your heroic passive changes it.

Then the Max should be 15.

Note that

Q = 4 talents

W = 4 talents

E = 4 talents

R = 3 talents

Talents = 3 talents

If you had to level your abilities 16 times. Your Max level for your hero would be Either 19 OR you wouldn't be able to get a +Ability Or +Stat point. :P

So is should be up to Level 15.

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6 per level of stats.

 

And no, that's actually significant:

 

60 Health, 0.24 Health Regen

~1.8% Attack Speed, 0.84 Armor

42 Energy, 0.084 Energy Regen

3 Attack Damage

Not to mention about other buffs. Like if you got contamination shard +25% Phyiscal damage will make your +3 Damage to go +3.75

 

Same with INT. If you have +100%INT Scaling you deal 6 more spell Damage and with Yamato and Argus it can go up to +9 Spell Damage. While it may not seem like a lot, it actually does make a difference in games where you team battle and the lone survivor has about 30 Health left.

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