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Old 01-20-2009, 01:49 PM   #16
Fulla
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Hmmm, a pretty straight forward theme with plenty of options. I'll try to enter this one :)

I think a simple critical strike icon, would look superior & match up with the other award icons.
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Old 01-20-2009, 01:59 PM   #17
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I'm a fan of using WC3 icons, but he's 'da boss of the spell sessions these days. :)
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Old 01-20-2009, 08:14 PM   #18
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Hum... Would it be a bad (i.e. not advisable) idea to make almost every aspect of the ability random?

Like "click to summon a random Monster, which has a random amount of HP and Attack damage. This Monster will randomly teleport around the area, dealing random amounts of bonus damage."?
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Old 01-20-2009, 08:35 PM   #19
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it's so random that it becomes too useless...
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Old 01-20-2009, 08:40 PM   #20
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Quote:
Originally Posted by Kyrbi0
Hum... Would it be a bad (i.e. not advisable) idea to make almost every aspect of the ability random?
Yes because of --
Quote:
Originally Posted by moyack
it's so random that it becomes too useless...
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Old 01-20-2009, 08:49 PM   #21
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Ok, that was also my inclination. I'm in the right direction. :P
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Old 01-20-2009, 10:28 PM   #22
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Old 01-20-2009, 10:51 PM   #23
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Ooh, cool beans.
Even if my spell blows, I assure you, it will be random.
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Old 01-20-2009, 11:08 PM   #24
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Is this fine?

Arcane Resonance
The Archmage creates an arcane frequency, searching out any units. Every time the speed of the frequency changes. If the Archmage manages to find X units via resonance, It will deal Y damage in the area the resonance has searched.

Bear in mind that the resonance is gonna be slow and it provides little vision.
I reckon it would fit into luck because you'll have to be lucky to have X units to touch the resonance because it's so slow.

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Old 01-20-2009, 11:47 PM   #25
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How about a % chance to duplicate when your attacked?
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Old 01-21-2009, 01:01 AM   #26
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Now that my spell requests are finished, I'll crack the ol' knuckles and see if my idea works out.
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Old 01-21-2009, 01:01 AM   #27
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Av3n: While that may have everything to do with luck, it has nothing to do with randomness. Not that it would be difficult to add a random value in there somewhere.

No one in particular: During my tests for potential Vex effects, I learned that setting the Data > Damage Reduction field in Spell Damage Reduction (like item ability 'Alsr') to a value above 1.0 causes the unit to gain health from damage spells. Neato.

Development on the spell is going splendidly.
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Old 01-21-2009, 01:44 AM   #28
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Quote:
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How about a % chance to duplicate when your attacked?
Isn't that a DotA spell? Sorry if I'm mistaken :)
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Old 01-21-2009, 03:55 AM   #29
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Managickal String:

Shoots out a string of blueness to the target point that deals damage to the first unit it hits and begins pulling it to the caster. On hitting a unit, two more strings shoot out from the unit in semi-random directions which do the same thing.

Level 1 - Splits once
Level 2 - Splits twice
Level 3 - Splits thrice
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Old 01-21-2009, 04:02 AM   #30
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Alright, I got it. :P

Distort: The Headshrinker can encase a target area in a reality-bending orb of voodoo magic. Enemy units who attack while affected by the sphere risk tearing the fragile network, which can warp their physical form into that of a harmless critter. Lasts 15 seconds.
Level 1: 15% chance to be Hexxed for 5 seconds
Level 2: 25% chance to be Hexxed for 7 seconds
Level 3: 35% chance to be Hexxed for 9 seconds
(Of course, if my numbers seem skewed, now is the time to make note. :P)

~~~

So we are allowed to import something small. Can I get a clarification?
I'd like to quickly throw together the "orb" part of the above spell description; either a very-large Mana Flare orb, or perhaps a spherical "Unsummon" effect.

Does this count as "too big", or is that doable? (Obviously, it all must be under the KB limit).
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Old 01-21-2009, 04:53 AM
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