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Anima Staff?
Poll ended at Tue May 18, 2010 1:01 am
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 Post subject: [Open][RECIPE] Anima Staff
PostPosted: Sun Feb 7, 2010 1:01 am  
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http://www.hiveworkshop.com/forums/icon ... t%26r%3D20
Anima Staff
+40 Intelligence
+15 Strength
+15 Agility
+Anima Strike (Toggle)
Anima Strike: The wielder will deal extra damage based on 40% of their intelligence at the cost of 20% of their intelligence in mana for every attack. The extra damage will also ignore the target's armor.

2850 Mystical Wand
2250 Zerg Stats Orb
900 Recipe
6000 Total Cost

Kiryu's Notes - Intelligent heroes tend to be pretty useless end game so this is my first attempt to make them more useful since it's almost impossible to have good carry builds with them. Intelligent heroes tend to have a extra mana and there are a lot of mana regeneration items so this item will make use of their extra mana. The other stats are just for boost in health for survival and boost in attack speed to make this item a little bit more effective.

Edit: Changed the mana cost from 20 to 20% of the hero's intelligence.
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Sun Feb 7, 2010 1:25 am  
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I like it, similar to Avatar Arena however


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Sun Feb 7, 2010 9:37 pm  
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I have played Avatar Arena but never seen the item since the game didn't last long and only played it once. I just looked at the Avatar Arena and was amazed that the stats are really similar to this item. This item is basically like any passive that adds damage by % such as command aura except the bonus damage is from intelligence and not primary attribute. I forgot add something to the item information which is the extra damage will ignore armor since it cost mana for every attack.
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Sun Feb 7, 2010 10:42 pm  
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when the item toggle is set to passives only, you should make it regen your MP faster because its the opposite of draining mp per hit.


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Mon Feb 8, 2010 4:23 pm  
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If I were to give it mana regeneration, I would have to increase the cost by adding an item to the recipe to make it such as Ancient Stone. I wouldn't want to add more to the cost of the item because it already cost 6000 to make. Most of the items in UW that give intelligence also gives mana regeneration so players can got something such as Enchanted Staff before this item. The mana cost for every attack wouldnt be that much since they wouldn't be losing more mana than they can regenerate anymore if the hero reaches 100+ intelligence with 200%+ mana regeneration which isn't that hard to obtain. I'm pretty sure the hero's mana regeneration would be higher than the amount they use for this item since I was regeneration more mana than I needed with Imputes which cost 65 mana for every shot. I only had Guinsoo + Linken which combine gives +50 Int and 350% mana regeneration. I'm referring to DotA if no one knows what I'm typing about and I'm using it as reference because I think the gameplay constants are almost the same.
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Mon Feb 8, 2010 6:37 pm  
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do note that mana regen from items are NOT based on INT, meaning the % that they boost is by your BASE mana regeneration (items like sobi mask)

Also, i was trying to give the user a reason to deactivate the driving force of an item, "oh shit my mana is too low to cast any spells that do less damage then this item" is not a good reason to shut it off =_= because if you end up doing much more dps with this item then your spells (spells are mostly if not always BURST damage, meaning their dps <damage / cooldown> is really low even tho a single hit deals a crap load of damage. Also do make note of the fact that the mana cost for almost all nukes are much much greater then 65 (which is a very low mana cost nomatter how you look at it) so not only is the DPS higher with the item on, but the mana to damage ratio is much much higher) This item grows with the hero as it gains DPS from both int growth and attack speed growths (raw damage and hits / procs per second) also the fact that it ignores armor makes this ability even more so the dirving force of the item. If the item where to be deavtivated, what would be the point in that? To save mana? But you have enough mana for 50 hits without the regen! prolly 60 if you add the mana bonus from the +40 int. oh wait.. theres no other point because deavtivating it TAKES OUT THE CORE ABILITY and gives back nothing that would be an alternitive.

okay okay, so the reason we turn it off is because wer low on mana... okay? Why not give it mana ragen?
Oh, theres no mana regen item in the recipy.
Okay... what do you think would be a good idea for an ability to encourage the use of BOTH sides of the item.

Like for instance, ring of ballisk (sp?) can deactivate the aura effect so you wont give off your presense when there are creeps nearby (unit + hero aura -> hero only aura) it hides that you are near by affecting only heros in a close proximity.

Anima Staff, you toggle it off, whats the point? You paid 6k for an item to hopefully turn your caster into a carry by boosting his damage off the roof by making int the highest stat -> damage hero types in the game only to turn the item off and get NOTHING. Tell me, If i wanted damage, while the toggle is off, i can get more raw damage from buying TWO mystic staffs as those give +50 int in total giving me TEN more damage, and ontop of all that i save a good 300 gold.

If the item was never ment to be toggled off, why would you include that?

For every action a player takes, they should be rewarded in some way. I dont see the reward in choosing the deactivate this item.

Btw, if your thinking, oh i can deactivate the item to recharge my mp, it would be faster and much more effecent to leave the tiem on and let it regen as you attack as you would be doing alot more damage for your wait then waiting for your MP to regen enough to cast one of your hero spells.

Update - OH SNAP! the mp cost is only 20 mana, which leads me to ask once again, what would i gain from deactivating this item?


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Mon Feb 8, 2010 10:30 pm  
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I know you told me before that % doesn't increase int mana regeneration. I said 100 intelligence and 200% mana regeneration because it's too hard to even reach 200 int and I dont recommend players to get 400%+ mana regeneration. 100 int and 200% mana regeneration is the easiest way to reach high mana regeneration.

Similarly to other toggle items, the reason to turn off would be to conserve mana. I did say that you could regenerate more mana than needed for this item because I assumed that most players can't always do hit and run strategy so they would eventually go back to fountain and heal. If a hero has 100 intelligence and 200% mana regeneration, the hero should be able to stay in combat for at least 5 minutes before going below 10% of their maximum mana. I'm pretty sure no one is going to stay in combat the whole game so you will eventually go back to recover your health which means your mana too.

There are so many games that have toggle abilities that has no benefit from turning off besides to conserve mana such as immolation but I don't see what Illidan benefits from turning it off. I know this is an item which is why I made the low recipe cost and that reason is that you can leave the item off and not waste that 900 gold for +5 to all stats. You ask why pay for this item when you can have +10 more int and saving 300 gold? This item also gives stats that are worth more than int which are 15 str and 15 agi since some people seem to think agi>str>int.

My previous post hinted that you can leave this item on forever but I didnt say its meant to be always turned on but it CAN be left on forever and I see no problem with that. Also your comparing mana cost to damage but mana is not only used for damage. Mana can be spent on something better such as disables, escape and healing spells. I know there are not that many spells like that but there can be in the future.
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Tue Feb 9, 2010 6:11 am  
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I don't really like the idea of consuming 20 mana's each hit. Especially considering this is most likely for intelligence heroes. Especially for melee based heroes whose primary attributes are intelligence. It's gonna be a nuisance for them.

I need you to point out some more notes on this item.


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Tue Feb 9, 2010 2:04 pm  
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This item cost 6000 so I don't think most players would be able to obtain this item early game. By the time you get this item, you should have enough extra mana for this item if your using a intelligence hero. Also It's not that hard to reach at least 10 mana regeneration and this item allows the hero to deal more damage for their mana similarly to what Psi was typing about. This item is only for intelligent heroes and maybe heroes with high intelligence but is not their primary attribute.

Not sure what is the nuisance but I will take 1 of my guesses that it cost too much mana for melee since they are less likely to make use of it not able to harass heroes with it. If your against a player, I'm pretty sure you will get harassed a bit meaning you might have to go back to fountain and not have used up all your mana. If your using a melee hero, the hero could regenerate enough mana that this item won't consume all of their mana before they need to go back to base meaning melee intelligent heroes don't have to worry that much about mana cost. If your saying it's a nuisance because they can't use that mana to deal damage to enemy heroes then maybe I could change the extra damage to 60% for melee and 40% for range? Also I see no problem with using this item to use on creeps because UW doesn't spawn that many units for every wave. Can you explain to me how the mana cost is a nuisance to melee intelligent heroes if both my guesses are wrong?
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Tue Feb 9, 2010 9:41 pm  
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im asking why you even have a toggle for this item, the required cost is so low it dosent make a diffrence on your MP pool

Its not like immolation where the demon hunter can leave it on 20~30 seconds max before hes sucked dry, while you can leave this item on AND attack and your mana would still never drop below 50 let alone 20% which is why i raise the question of having a toggle on the item.

Btw, the insane ammount of mana increase from the extra int stat alone (+40, +13mp per int, 40*13 = big number (520 mp + .8 mp/s))

Also with all the other items in the game, there is NO way you can currently build and have no bonus to either HP or MP regeneration, or your base and bonus stats for str and int would be so high that you woudent need to return to base to heal unless your sniper or something, but even then he woudent even use this item because of his abysmal int.

So tell me, if even YOU the creator says the mana cost is LOW, why would you need to conserve mana on a LOW mana cost item? No, more like Why would you conserve mana on a low mana cost item, especally on that would overshadow all your other abilitys as it is a carry item (yes support along with nuke is included in there). Even more so is that because you casted your utility spells is that your on low mana and that your relying on this stick to deal damage instead of your nuke.

Lets just assume you shot this thing so many times that you would be out of mana, why woudent your target be dead? And dont tell me you shot at a spell immune building that wasted your mana, as that is just bad game design to allow a spell cast to do NOTHING.


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Wed Feb 10, 2010 11:41 am  
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The problem is, that most intelligence heroes are weak exchanging it for more mana and int. If they consume 20 manas every hit they're simply wasting mana that they could've been using for spells have. As I saw that most intelligent heroes here uses many mana of a spell(I think).

I don't think 20 manas are worty. I also get it that you made it give 40+ intelligence, but if the intelligent heroes were working on their attack speed, it would just be really bad for them.

I suggest giving it a chance to use 20 manas, or simply reduce it.


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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Wed Feb 10, 2010 4:56 pm  
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What I mean that the hero should have enough extra mana that they can spend after casting all their spells. Heroes can spend around 300-600 mana from casting all their spells and intelligent heroes should have at least 1000 mana by the time they get this item. They can still use that 400-700 mana they have left over for extra dps using this item. Your not supposed to have this item on and not cast your damage spells just because the mana to damage ratio is less.

I compared it to immolation not because of the mana drain but the fact that he has no benefits other than him not losing mana anymore when he has immolation off. My reason for toggle ability is because the item has a negative effect and the user should have the choice to stop the negative effect.

You should know I'm the type of person that already did the calculations before making the suggestions.

I didn't say that you can't regenerate your health/mana back during battle. Most of the players that play don't get enough regeneration that they can stay in battle forever so you will eventually go back to heal within 5 minutes unless your lane is free of enemy players. UW doesn't have really good life steal items so you have to depend on health regeneration which isnt as good so it's better to go back to fountain than staying in your lane with 50% hp and try to get back to 100%.

Everytime I go back to base in mid to end game, I have around half my mana left or more meaning that the 50% of my mana is going to waste and I should be able to use that mana for something. If I run out of mana for some reason which I usually dont, I have the choice to deactivate the item so I don't accidently attack someone and lose my mana when I need it for something else. The mana cost is high early game but it cost less as the playe levels up and gets better items so it can be low cost end game.

20 mana may seem to be a lot to you but there is the toggle ability for a reason. If you don't want to spend your mana to increase your attack then you can turn it off. Think of the ability to be like Searing Arrows because you can turn off it off as if it can autocast.

I'm not saying you should get more than one of this item so the attack speed problem shouldn't be a problem. This item already gives 15% attack speed from the 15 agility. People should be able to do calculations in what is the best combination because It's not a good idea to go only attack speed items or only damage items. It's best to get a combination of attack speed and damage. Players have the choice of getting 3 attack speed items and 3 damage items. This item has the potential to give really high damage for the mana cost. If a hero gets 100 intelligence, the hero's damage will be increased by 40 at the cost of 20 mana. It's not that hard for heroes to go past 100 intelligence so it can deal more than 40. By the time a player gets this item, they might have 100 intelligence. In terms of damage to mana ratio, it's better to spend mana on this item because spells that cost 150 and deal 300 damage deal less at the cost of same amount of mana. Heroes take 25% less from spells so it would deal only 225 which is around a 1.5 damage per point of mana compared to this item's 2+ damage per point of mana.
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 Post subject: Re: [Open][RECIPE] Anima Staff
PostPosted: Thu Feb 11, 2010 6:02 am  
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If it has an immolation activation/deactivation system that I suppose that's it fine then. XD I'll let others handle this. Good luck :)


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