MOTHER Posted October 11, 2013 Report Share Posted October 11, 2013 (edited) Passive - Envision Oracle has permanent true sight in a 3-unit radius around it. Q - Destiny Seal Oracle seals the destinies of its enemies together, so that 10/15/20/25% of the physical damage dealt to one is dealt to all as spell damage. Destiny Seal is an AoE (4-unit radius) spell that can afflict a maximum of 5 enemy targets. The physical damage that is reflected onto secondary targets from the primary is reflected only once. Sealed targets grant vision of their location to Oracle for the duration of the spell. The Destiny Seal cannot be broken by distance (no maximum range between targets that were sealed). Lasts 20 seconds. CD = 20. Energy Cost = 125/150/175/200. Cast Range = 10 W - Dilation Field Oracle distorts time with a dilation field that slows movement speed by 15/20/25/30%. The 3-unit radius Dilation Field affects both enemy and friendly units caught in its area of effect. Lasts 15 seconds. CD = 15. Energy Cost = 160. Cast Range = 6/8/10/12. E - Gift of the Void (or Void Weaver) Death inspires the Nerazim Oracle and its allied heroes in a 6-unit radius around itself to better hone the energies of the Void. For every target that Oracle or an allied hero kill, they recover 15/25/35/45% of the target's max HP as Energy Points for themselves. Passive, no CD or Energy Cost. R - Pulsar Beam (or Pulsar Beam Mode) Oracle activates its primary weapon, the devastating Pulsar Beam. Pulsar Beam is an toggle-able ability that allows Oracle to switch (0.5 second delay to switch modes) to Pulsar Beam Mode. In Pulsar Beam mode, Oracle's normal attack is replaced with a continuous beam that does 100% Weapon Damage + (4/5/6% of current Energy) physical damage per second to an enemy target. 15/25/35% of the damage from the Pulsar Beam is true. Damage based off Oracle's current energy reserve is calculated on impact. The Energy Cost of Pulsar Beam is calculated as an initial 125/200/275 energy to switch to Pulsar Beam mode and 100 energy for every second Oracle remains in Pulsar Beam mode. In Pulsar Beam mode, Oracle's attack range is reduced to 5 (from 6) and Oracle's attack rate benefits from timescale NOT weapon speed. Besides Oracle's attack range, attack rate, and weapon of attack, Oracle is exactly the same in Pulsar Beam mode. If Oracle is silenced while in Pulsar Beam mode, it can still fire its beam. If Oracle's energy supply goes below 15%, it automatically reverts back to standard mode. CD = N/A (Toggle). Energy Cost = 125/200/275 + (100/second). Cast Range = Self. Explanation Oracle is designed to be an INT support hero with a much weaker early game that reaches its full potential late game, blossoming into a powerful hard INT carry. Destiny Seal is a support skill that can synergize with physical damage from AA heroes to quickly clear creep waves or maximize damage against enemy heroes in a team fight. Late game, the combo of Destiny Seal and Pulsar Beam is annihilating as 25% of the damage dealt by Pulsar Beam is transferred to several enemy targets. Destiny Seal is also Oracle's main farming skill. The skill also grants vision of targets which is most useful. Dilation Field is a multi-purpose skill that like a speed bump, aids in slowing down a lane or chasing a fleeing enemy hero. It can also be used somewhat as an escape skill. The cast range on the skill is one of its best attributes. Gift of the Void is Oracle's answer to its energy hungry skills. A passive ability that once maxed out greatly benefits Oracle and his team, especially in the chaos of battle. Energy will not be a problem with this skill. Pulsar Beam is Oracle's primary mode of inflicting damage and the potential damage it can inflict is unparalleled. The skill only reaches maturity by level 16, and when it does, Oracle's attack will be most devastating. The synergy between this skill and Destiny Seal and Gift of the Void yields devastating results and is what allows Oracle to dominate. Oracle's main weakness is its tremendous dependence on farming and its lack of more direct and reliable forms of damage until late game. Oracle is very weak early game, is very squishy, slow and lacks an escape mechanism. However, if Oracle is able to farm and reach maturity, by late game it becomes unstoppable. Notes The Nerazim Oracle is designed with the Protoss Oracle model from HotS in mind. Dilation Field is a modified version of Mothership Core's time warp which is an ability that actually belonged to Oracle during HotS development. When Pulsar Beam is activated, I envisioned (pun intended) that Oracle would use its 'Envision' skill animation as an indicator that he switched modes (see attachment). Edited March 13, 2014 by Jessika Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted October 18, 2013 Report Share Posted October 18, 2013 Destiny Seal + Jackson Ult + Mandrake Ult + Greenlus Ult / E M-M-M-MONSTER KILL Quote Link to comment Share on other sites More sharing options...
Doom Posted October 18, 2013 Report Share Posted October 18, 2013 You should really say that destiny seal doesn't deal damage to targets beside targets taking damage from itself. Otherwise, you get a damage loop, similar to how when Leo's Reflect dealt spell damage, two leo's could instantly kill each other from just a single AA. Hitechgunner 1 Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 18, 2013 Report Share Posted October 18, 2013 i am really struggling to see how this is an INT carry Q has no int requirement W has no int requirement E has no int requirement & gives mana R is 8% energy as damage imo if i was playing this hero i would go full dps with an energy saber Q coupled with an explosive retrofit would devastate anything and everything W slow is great on any carry E gives basically unlimited mana sustain R converts your weapon damage to 35% true damage + add a contamination shard & a shadowmourne = tanks will melt like butter mmmm warm delicious butter Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 18, 2013 Author Report Share Posted October 18, 2013 @Doom I see what you mean. The idea behind Q is that if 5 targets are sealed and target A receives 100 damage, targets B, C, D, and E would all receive 25 damage once. The 25 damage is the damage reflected by the spell and should only be received once, it should not reflect again and target A receives 25% of 25 (6.25 damage). @Anarchy A point of INT grants both Weapon Damage and Energy, R scales with both Weapon Damage and Energy. Considering we only have 6 item slots, it would be more efficient for R to buy INT than energy and weapon damage items. But you are right, the hero can be built as an unconventional weapon damage hero. Perhaps mixing in weapon damage, energy items and INT would be the best way to go. Again, this hero isn't intended to be an INT hero in the traditional sense. Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted October 20, 2013 Report Share Posted October 20, 2013 You should really say that destiny seal doesn't deal damage to targets beside targets taking damage from itself. Otherwise, you get a damage loop, similar to how when Leo's Reflect dealt spell damage, two leo's could instantly kill each other from just a single AA. That was so funny. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 A point of INT grants both Weapon Damage and Energy, R scales with both Weapon Damage and Energy. Considering we only have 6 item slots, it would be more efficient for R to buy INT than energy and weapon damage items. But you are right, the hero can be built as an unconventional weapon damage hero. Perhaps mixing in weapon damage, energy items and INT would be the best way to go. Again, this hero isn't intended to be an INT hero in the traditional sense. primary attribute to dmg = 50% mana is 7-1 ratio (1 int = 7 mana) so grav edge; 100 intel = 50 dmg 350 mana +1400 base mana @ lvl 18 * 8% = 140 dmg 190 dmg in total energy saber; 30 dmg base 1050 mana +1400 base mana @ lvl 18 * 8% = 196 dmg + (4dmg per every 100 mana unique = 96) = 292 dmg 322 dmg in total standard creep health is 610 for melee & 430 for ranged @ 60% of hp = average of 312 mana per creep kill and i highly doubt it will take you more then 3 seconds to kill a creep which is unlimited mana for your ulti so why the need for int? explosive retro + Q spell; lets theorize 100 wep dmg including explosive retrofit unique target 1 = 100 dmg + 17.5 + 17.5 + 17.5 + 17.5 = 177.5 dmg in total target 2 = 70 dmg + 17.5 + 17.5 + 17.5 + 25 = 140 dmg in total target 3 = 70 dmg target 4 = 70 dmg target 5 = 70 dmg and so on... so basically Q + explosive retrofit grants you roughly an extra 80% wep dmg to every unit you damage so 6.5k spent on 2 items = 380 wep dmg as base but its actually going to do 80% more (684 dmg on average per hit) oh and 30% of its true dmg... i really didnt think it was that op to begin with but after doing some maths its OP as Fluffy Bunnies Quote Link to comment Share on other sites More sharing options...
Moo Posted October 21, 2013 Report Share Posted October 21, 2013 Now wait a second, I just looked at the duration of the q and did a double take (15 times). 20 seconds? On a skill that rivals molo from rory in terms of teamfighting, and it has no cast time? Also, as stated before, there is little reason to build int, would be better to get ihan, sunflare, energy saber, explosive retrofit. Ulti should be made into a targeting skill that only uses energy when being cast, and has no cooldown, and makes you unable to auto attack while the ult is on. Then give it a strong int ratio with 'eh' base damage while keeping the true damage. The q needs to have its duration become like 5ish seconds, enough for an amazing burst combo, but not enough to last an entire teamfight. By the way anarchy, all of those calculations you made we're going under the assumption that all enemies stay grouped in a small spot and that the damage from q is sent to the others before it is mitigated, so your calculations are a bit off, besides the fact that your numbers look weird (where does the 17.5 come from?). Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 By the way anarchy, all of those calculations you made we're going under the assumption that all enemies stay grouped in a small spot and that the damage from q is sent to the others before it is mitigated, so your calculations are a bit off, besides the fact that your numbers look weird (where does the 17.5 come from?). no i actually based it on a single auto attack... imagine if you got 2 auto attacks off! OP 17.5; 100 dmg base (explosive retro is 70%) = 70 dmg to surrounding targets Q spell is 25% 25% of 70 = 17.5 oh yeah i just had another thought b4 add gravity and it stacks another 30% on top as pulsar beam is spell dmg i cbf doing the maths on that also if you activated R before attacking i would assume shadowmourne would use pulsar beam too just like jakk uses his mines or laser rifle Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 21, 2013 Author Report Share Posted October 21, 2013 Nice mathematics Anarchy, very helpful. Here are possible changes we can make: Q - Reduce the AoE to 3 which makes it more difficult to Seal more than 2-3 enemy heroes. The duration could also be reduced to 15 or 10. E - 15/25/35/45% of MAX HP is converted to energy when killed. A slight nerf because this skill is needed to maintain Oracle's AA potential and viability. R - This skill needs to remain an AA (sorry Moo), it's the cornerstone of what makes this hero an AA monster. However, it is clear that I didn't take many of AoS's items into account when deciding the numbers of the skill. We can either keep the scaling with Current Energy but reduce it to 100% Weapon Damage + (2/4/6% of current Energy) or we can change the scaling of the ult to 100% Weapon Damage + (10/20/30% INT). The current energy scaling on R is important because it takes 100 energy per second just to remain in R mode. Changing the scaling to INT, with the true damage remaining intact is a manageable option considering it's rare for INT to exceed 600 in a game and that's glass cannon territory. It's important to take into account that this hero is fragile and weak and doesn't become the borderline OP AA monster it is intended to be until level 16-18. In a proper game, your team would disrupt Oracle's farming as much as it can and avoid feeding him (like any carry) at all costs. Your input guys is highly appreciated. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 i like the hero, infact i love all the abilities & i think they are all fairly balanced but they just need to be slightly tweaked in the way the mechanics work and not so much the power no other hero in the game can abuse explosive retrofit or any item this much for that matter, imagine you use Q and then zera jumps a squishy hero with his BHM, the whole enemy team will insta die from the seal i.e. grunty doesnt insta explode everyone around him when he uses Q kerrigan doesnt either this is what needs to stop as the Q spell basically makes the surrounding damage from explosive retro blow back onto the original target forming a semi loop destiny seal is a great concept but it needs to work differently and it gives me a feeling that whatever effects one should effect all some suggestions; change it to a tether that makes each heroes movements effect each other, if 1 hero moves left and the other moves right neither will move (i would suggest using a visual tether with a small leash or threshold as a visual to give some indication otherwise it would be way too painful) the next impairing effect is born by all i.e. if 1 hero gets silenced they all get silenced, now this may seem op but what happens if someone on your team uses FOE on the hero..... it becomes a game of wits to see whom can trick the other team it could be a soul link style spell where the enemy hero is bound to you and if you are killed they receive X damage (or target hero that was sealed that kills you receives X (i.e. 50% of your hp) damage and all other sealed heroes receive X dmg) link enemy heroes mana pools to whomever has the lowest mana out of them seeing as its an energy hero i.e. darpa has 300 mana left out of 800 all sealed heroes now have (300 divided by number of sealed heroes for duration) sealed heroes that deal damage to heroic units give feedback to their teammates that are sealed returning 25% dmg to them so whatever damage they inflict is then inflicted upon their teammates, but i would not make it afflict the attacker, this way a sole dps cant just go in guns blazing like a lunatic shadow (which he probs will anyway and kill his own team) i think all the other skills are fine Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 21, 2013 Author Report Share Posted October 21, 2013 The Soul Link style spell is very similar to another spell I did for the Colossus hero concept, but the visual tether is a must for the Destiny Seal spell, so that your team may react appropriately. Mechanics-wise, this maybe the simplest solution: How about changing the damage that Q procures to only physical, so that only physical damage dealt to one would be dealt to all (as spell damage). This would get rid of the semi-loop associated with Explosive Retrofit. What this does also is turn Destiny Seal late game into an AA hero's best friend but not so much for casters and their spells. I would keep the duration, AoE and all other variables of the spell the same. I would also change the damage type of R from spell damage to physical, even though it is a beam, it is an AA attack technically. The true damage would remain of course. This would allow R and Q (and E) to synergize and avoid the abuse of Q. I'm also not very sure anymore about the scaling of R, considering some builds allow energy to reach in excess of 5000. I might have to reduce it to 4/5/6% or just switch to INT. Something else about R I think is that the the Pulsar Beam's attack speed scales with timescale NOT attack speed (unlike Oracle's normal AA during standard mode). Since it is a beam. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 well if you change pulsar beam to physical then theres no probs at all you can't abuse said items even if you leave destiny as dmg taken = spell dmg conversion that should still be fine as explosive retro wont double proc that Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 21, 2013 Author Report Share Posted October 21, 2013 Made changes to Q, E, and R as per our discussion. Thank you Anarchy, you were most helpful. ANARCHY 1 Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 if pulsar beam attack must run on timescale i suggest you give a +timescale buff per 6 lvls or something the current benefit of pulsar vs normal aa will be negligible if you have no attk speed i.e. 5,000 mana @ 6% = 300 dmg attking once every say 1.5 seconds + 300 wep dmg base = 400 dps 300dmg base x .50 attk speed = 600 dps basically if you have 5,000 mana which is alot you break even on dps at 150 attk dmg, anymore then that and your better off using aa... Quote Link to comment Share on other sites More sharing options...
Moo Posted October 21, 2013 Report Share Posted October 21, 2013 no i actually based it on a single auto attack... imagine if you got 2 auto attacks off! OP 17.5; 100 dmg base (explosive retro is 70%) = 70 dmg to surrounding targets Q spell is 25% 25% of 70 = 17.5 oh yeah i just had another thought b4 add gravity and it stacks another 30% on top as pulsar beam is spell dmg i cbf doing the maths on that also if you activated R before attacking i would assume shadowmourne would use pulsar beam too just like jakk uses his mines or laser rifle First, they would still have to stay grouped up in a spot to let your q hit them and then for the auto attack to occur. The confusion of mine with 17.5 was because of me derping and thinking retrofit's splash was 50%. Also, the energy wasn't getting converted to weapon damage, so explosive would not have proc'd with it, thus not giving as much bonuses as you said, it was just part of the ulti added damage, and explosive just uses the amount of weapon damage in its calculation. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 21, 2013 Report Share Posted October 21, 2013 . Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 21, 2013 Author Report Share Posted October 21, 2013 if pulsar beam attack must run on timescale i suggest you give a +timescale buff per 6 lvls or something the current benefit of pulsar vs normal aa will be negligible if you have no attk speed i.e. 5,000 mana @ 6% = 300 dmg attking once every say 1.5 seconds + 300 wep dmg base = 400 dps 300dmg base x .50 attk speed = 600 dps basically if you have 5,000 mana which is alot you break even on dps at 150 attk dmg, anymore then that and your better off using aa... It doesn't have to run on timescale though. The thing is, Pulsar Beam is meant to be a DoT continuous beam (like melee SC2 oracle) and the damage it inflicts it does so continuously per second like a beam. I'm not sure how to make it or if it is even possible to scale the attack rate of the beam with weapon speed. Hence why I suggested time scale. However, the easier option of the two (weapon speed vs time scale) from a programmer's standpoint is the way to go. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted October 22, 2013 Report Share Posted October 22, 2013 It doesn't have to run on timescale though. The thing is, Pulsar Beam is meant to be a DoT continuous beam (like melee SC2 oracle) and the damage it inflicts it does so continuously per second like a beam. I'm not sure how to make it or if it is even possible to scale the attack rate of the beam with weapon speed. Hence why I suggested time scale. However, the easier option of the two (weapon speed vs time scale) from a programmer's standpoint is the way to go. (100% Weapon Damage / attack speed) + (4/5/6% of current Energy) physical damage per second simple just use attack speed cool down as its damage modifier seeing as you cant change the intervals or attack rate at which damage is done just a 2nd thought pulsar beam may not proc any item effects unless a fake auto attack is procced when your attack rate / cooldown was ready Quote Link to comment Share on other sites More sharing options...
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