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Patch 2.0.4 Lifesteal and Critical Strike


EKCO
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As of patch 2.0.4, lifesteal and critical strike are now affected by armor. Various damage effects based on 'damage dealt' are now also affected by armor.

 

Barbed Plating, damage return effects, abilities that would otherwise be negatively affected by your own armor values are still based on pre-mitigation damage.

 

Overall, Armor got a buff.

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Yay, non-carries with axe can actually compete with carries now in a 1v1.

 

Even with axe I've had novas healing for a 4th of their healthbar per shot... scary stuff.

 

 

Does this mean crit will be changed back to how it was before (or even buffed)? I always thought crit was a way to massively scale your sustained damage, rather than simply a solution to armor stacking. That's what contam is for. Are there any armor reduction items in store?

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As of patch 2.0.4, lifesteal and critical strike are now affected by armor. Various damage effects based on 'damage dealt' are now also affected by armor.

 

Barbed Plating, damage return effects, abilities that would otherwise be negatively affected by your own armor values are still based on pre-mitigation damage.

 

Overall, Armor got a buff.

 

Physical red. Toxi w, erekul e and so on mitigate leech or not?

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So basically now crits will be useless against tanks that have anywhere near a decent armor amount, and the fact that pyre has been nerfed to current hp, means tanks are now almost impossible to kill with aa heros.

 

Lifesteal needed to be nerfed so I think thats all good, but crits were the only way to reliably counter hp stacking tanks as an aa, now there is very few options really.

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crit is bonus damage either way you look at it. it being nerfed is ok. and as for pyre. its still strong, you gotta remember it use to do 4% hp at one point if i remember right then it went to 5% then to 6% and now 6% of current health. which is still an extra 60 damage for every 1k health. so for 3200 minerals you get 25% attack speed and 30 physial plus no less then an average of 60 spell damage. per hit.

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crit is bonus damage either way you look at it. it being nerfed is ok. and as for pyre. its still strong, you gotta remember it use to do 4% hp at one point if i remember right then it went to 5% then to 6% and now 6% of current health. which is still an extra 60 damage for every 1k health. so for 3200 minerals you get 25% attack speed and 30 physial plus no less then an average of 60 spell damage. per hit.

 

You do realise that if someone has 70% physical resist (easy to get) you will be critting for only 30% of what you would normally?

 

So say before you have 500 attack and a khali, you do 300 true dmg per crit.

Now with the nerf you only do 90 dmg per crit because you do 150 physical after mitigation, then your crit damage is 60% of that.

 

So basically crits got nerfed by 70% in this specific scenario. And it gets worse as people get higher physical resist (like agi heros with 80%+ resist)

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So basically there is no counter to armor anymore? Crits being reduced by it (Asumming they not true damage), pyre doing hardly any damage... so how do you kill heroes now who have plus 45 Armor? are you trying to remove the role of Carry completely from this game? it seems only Aoe burst damage can kill, but wait that doesnt kill tanks soooo now what? ....I dont know, this seems to be another nerf to carries and I know this isnt AoS patch, but if carries dont recieve a buff somewhere, there will basically be no need for them in a team comp...I know understands this, and your actually looking to make non-carries the heroes that define the game then fair enough... but right now crits are under-powered and no one should really be buying it... spell damage on hit items are also on a low as well... sigh feel sorry for these AA carries RIP..

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So basically there is no counter to armor anymore? Crits being reduced by it (Asumming they not true damage), pyre doing hardly any damage... so how do you kill heroes now who have plus 45 Armor? are you trying to remove the role of Carry completely from this game? it seems only Aoe burst damage can kill, but wait that doesnt kill tanks soooo now what? ....I dont know, this seems to be another nerf to carries and I know this isnt AoS patch, but if carries dont recieve a buff somewhere, there will basically be no need for them in a team comp...I know understands this, and your actually looking to make non-carries the heroes that define the game then fair enough... but right now crits are under-powered and no one should really be buying it... spell damage on hit items are also on a low as well... sigh feel sorry for these AA carries RIP..

 

lol.

Crits need to be rebuffed but carries have other utility, especially stun baton and tosh.

And its not like slip tide, pyre, and bhm exist to give AA heroes other options.

 

It's about time I say. Carries still do thousands of damage per second. Armor stackers will have no spell resist so maybe we will see the rise of Tassadar as a DPS caster.

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I vote remake Pyre into the old Pyre, then all is well.

 

And make Lifesteal stronger but a unique passive :p

 

I think the old pyre was relatively uninteresting. % health on attack is either very powerful or not helpful enough to justify buying the item. How about...

 

[unique] Attacking a target 3 times deals 15% of its maximum health as Spell Damage in a radius around it. Debuff removal removes all progress.

 

This way sliptide becomes the only direct spell damage on-hit item, making it worthwhile over pyre for certain permaslow builds (like I do on Tassadar). Meanwhile, AA heroes get their own mini sunflare gun with the catch that it works off a debuff so there is counterplay to it (analog of using a blink to dodge sunflare's projectile).

 

EDIT: Alternatively,

 

[unique] Attacking a target adds a stack. At 3 stacks, each of your autoattacks deal 30+8% of the target's missing health in Spell Damage and refresh all current stacks.

 

This way it allows you to execute high health targets after a caster bursts the target down to, say, 50% health. Synergy between classes is always good.

 

 

Carries have always been the sustained damage class, so why not make their items work well over long, drawn-out engagements rather than being immediately powerful?

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Why don't we just nerf all INT scaling by 90% since it's just bonus damage.

 

spell damage amps, talent 5%, rory 10% if near the enemy, raynor 30%, dustin his drone can get up to 40% if someoen stays for all ticks, argus 20%, yamto 25%, garamond tower not sure if they stack so 10%. this comes to max spell amp can be 140%.

 

physical damage amps. 15 damage from talents is about 5% average end game, raynor passive 10% and mark 30%, nova 10%, reaper 30%, shard 20%, kahli blade 30%, passive crit 30%. i think im missing something but thats 165% which is 25% more then spell damage amps.

 

now lets see spells casted about every 6 seconds with cdr for 1400 average damage on most spells end game. with out damage bonus. auto attacks at about 300(not even including pyre spell damage) per attack 3 attacks per second making it 900 damage a second with out damage amps.

 

lets pick on raynor since he has 2 burst spells he can cast back to back even though they both have a 2 second cast time, and one having longer cd, but 2800 damage in 6 seconds and add 2 auto attacks so 3400. an auto attack hero in six seconds 5400 damage. add in that extra 25% amp physical gets over spell damage and u got 6750 damage.

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spell damage amps, talent 5%, rory 10% if near the enemy, raynor 30%, dustin his drone can get up to 40% if someoen stays for all ticks, argus 20%, yamto 25%, garamond tower not sure if they stack so 10%. this comes to max spell amp can be 140%.

 

physical damage amps. 15 damage from talents is about 5% average end game, raynor passive 10% and mark 30%, nova 10%, reaper 30%, shard 20%, kahli blade 30%, passive crit 30%. i think im missing something but thats 165% which is 25% more then spell damage amps.

 

now lets see spells casted about every 6 seconds with cdr for 1400 average damage on most spells end game. with out damage bonus. auto attacks at about 300(not even including pyre spell damage) per attack 3 attacks per second making it 900 damage a second with out damage amps.

 

lets pick on raynor since he has 2 burst spells he can cast back to back even though they both have a 2 second cast time, and one having longer cd, but 2800 damage in 6 seconds and add 2 auto attacks so 3400. an auto attack hero in six seconds 5400 damage. add in that extra 25% amp physical gets over spell damage and u got 6750 damage.

I was actually being sarcastic with that statement.

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