The existing +5/10 damage amp from Undying's agh's ultimate is removed
Aghanim's Scepter now adds an additional 1% damage amp to Flesh Golem aura for every 8 strength Undying has (from base strength/levels, items, and Decay stacks). Fluctuates as Undying gains and loses Strength during the duration.
I might have to play with the numbers a bit, maybe 1.5% per 10 STR.
If you go an entire Flesh Golem duration without landing 2 Decays then you're probably not getting any enemies killed anyway.
If you land 2 decays on two heroes each time that's 16 Strength you just gained over about 12 seconds (maxed level)
You've just added an additional 2% damage amp and still have another 10 seconds of your ult left.
Buying a Halberd permanently adds another 3%, turning on an Armlet will instantly add another 5%.
It's only a nerf if you never use your skills or buy any items.
Would making it 1.5% damage amp per 8 strength and then 1% for the slow work?
I'm really more of a concept guy than an exact numbers guy.
[QUOTE=unlimi_Ted;46421024]Would making it 1.5% damage amp per 8 strength and then 1% for the slow work?
I'm really more of a concept guy than an exact numbers guy.[/QUOTE]
the % for damage amp is too low considering Undying can't afford to be buying STR items despite his pitifully low STR gain because he effectively lacks agility scaling and needs armor items, I just don't think the concept of damage amp off of STR works on this hero unless he gets changed.
I think it can work, numbers would just need to be worked a bit. Maybe for every 8 str he gets 1.2% min amp + 1.6/1.8/2.0% max amp?
[QUOTE=Yahnich;46421074]it sound alright on paper, 25-30% max slow 15-20% min slow would make his ult overall more impactful and would actually give you an incentive to buy aghs because the current aghs is such an insignificant upgrade i wouldn't ever consider picking it up
[B]alternatively if aghs would make him permanently a flesh golem[/B] or reduce the down time to like 15s i'd also maybe consider getting it; or like giving him an additional spell that basically makes an enemy the carrier of plague aura (aoe disruption)[/QUOTE]
Would break itemization for him, Valve would never allow this to happen
[QUOTE=Yahnich;46421106]im pretty sure there's a slot for flesh golem, so i'm sure their hat money is completely safe[/QUOTE]
Yeah, but I don't think the items he has in his normal form would show in flesh golem (similar to how lone druid works)
[QUOTE=Hammernipples;46421050]the % for damage amp is too low considering Undying can't afford to be buying STR items despite his pitifully low STR gain because he effectively lacks agility scaling and needs armor items, I just don't think the concept of damage amp off of STR works on this hero unless he gets changed.[/QUOTE]
He wouldn't have to buy any STR items at all for the same reason he doesn't have to now, he can potentially gain 20 STR every time he casts his Q.
The entire point of my upgrade idea is that you would rack up a few Decay stacks and then activate Flesh Golem for a huge damage amp while you continue to add stacks.
[editline]5th November 2014[/editline]
An alternative could be that the added damage amp is based on his total current health (still scales with STR and synergises with the heal he already gets from the ult)
It could start at something huge and then reduce as he loses health, forcing everyone to focus attention on the hero that was already building tankiness.
[QUOTE=Bordellimies;46421142]Yeah, but I don't think the items he has in his normal form would show in flesh golem (similar to how lone druid works)[/QUOTE]
undying doesn't even have any hats except for tombstone
Viper is changed to melee and his Q is changed to a target shot that pulls Viper towards the target and is given back frenzy as a toggle for his E at the cost of increased damage and losing all his magic resistance gained from poison skin.
I also imagine he gets a new model to go along with the change, I was thinking a large newt like dragon kinda like a long viper with amphibian legs. The Q change would be a frog like tongue made of Nethertoxins and Nether Magic. And now Viper would finally play more interesting.
Windrunner's Shackleshot will now slow the target by 50% for 0.75 / 1.5 / 2.25 / 3 after stunning the target for 0.75 as normal if shackleshot fails to latch onto another target.
When Zeus ults, the current level of Static Field always hits regardless of the distance from Zeus.
[editline]4th December 2014[/editline]
The cast range for Assassinate is the same at all levels (3000)
When Spirit Breaker bashes someone he applies a debuff that makes him deal 10% more damage to the target for 13 seconds, stacks.
Zeus can cast his ult while dead, though it doubles its cooldown
[QUOTE=bigbadbarron;46715361]Zeus can cast his ult while dead, though it doubles its cooldown[/QUOTE]
Zeus is already stupidly good.
Mana break isn't a unique attack modifier, but it doesn't do damage.
[QUOTE=T3MPEST;46715887]Mana break isn't a unique attack modifier, but it doesn't do damage.[/QUOTE]
That would be a pretty significant change actually, lvl 7 manabreak is almost 40 bonus damage that works on illusions so it would severely hinder his fighting capabilities if he lost that
He doesn't really need desolator either (especially since the -armor wouldnt boost manabreak damage anymore), lifesteal isn't too important on him, skadi isn't necessary either and diffusal blade is just plain weaker
It'd also maybe be cool if you could toggle it on but it is a UAM but if you toggle it off it doesn't do damage and its not a UAM.
Hon had a thing where you had a bar above the interface, similar to the buffs/debuffs bar, where all your attack modifiers went, and you could click on which one you wanted on.
[QUOTE=Bordellimies;46715900]That would be a pretty significant change actually, lvl 7 manabreak is almost 40 bonus damage that works on illusions so it would severely hinder his fighting capabilities if he lost that
He doesn't really need desolator either (especially since the -armor wouldnt boost manabreak damage anymore), lifesteal isn't too important on him, skadi isn't necessary either and diffusal blade is just plain weaker[/QUOTE]
The biggest deal would be that you wouldn't have to build Battlefury any more, you could just build a maelstrom into mjollnir, which is generally the preferred farming item on everyone except for AM.
AM is more manahungry than most carries, so BF is kinda necessary even if manabreak wasn't an UAM
There are dozens of better options for mana regen than a perseverance though, and even if you had gotten one a linkens would be sweet to guarantee always being able to blink away
I'd personally rather farm the entire jungle non-stop upon getting my 2800 gold than wait until i had 5500 to farm ancients.
maybe if my team was really good about stacking them i'd grab the bf.
[editline]15th December 2014[/editline]
a Mjollnir is also actually relevant in fights and isn't just 5000 gold so you can farm actually useful items
[QUOTE=unlimi_Ted;46719451]The biggest deal would be that you wouldn't have to build Battlefury any more, you could just build a maelstrom into mjollnir, which is generally the preferred farming item on everyone except for AM.[/QUOTE]
HE already can, maelstrom procs override all UAMs, its just that battlefury is plain better at farming for him.
oh, i thought ability modifiers always overran items.
[editline]15th December 2014[/editline]
I guess i'm just really desperate to find a way to play anti-mage without a battlefury, i really hate it as an item.
[editline]15th December 2014[/editline]
no matter what it's probably not worth taking the only contribution to his early damage output away
[QUOTE=unlimi_Ted;46720180]oh, i thought ability modifiers always overran items.
[editline]15th December 2014[/editline]
I guess i'm just really desperate to find a way to play anti-mage without a battlefury, i really hate it as an item.
[editline]15th December 2014[/editline]
no matter what it's probably not worth taking the only contribution to his early damage output away[/QUOTE]
The orb effect you gain first is the one that matters, except for Maelstrom or Mjollnir which acts based on procs.
If you buy a desolator before skilling mana break, then skill mana break, you will have the desolator orb effect until you drop it and pick it back up, in which case you get mana break.
Okay so i checked the wiki, and apparently the proc tier is:
1. chance-to-proc orbs (only current examples are the chain lightning)
2. ability orbs (mana break, incapacitating bite, caustic finale)
3. all other item orbs (desolator, diffusal blade, lifesteal)
So if you bought desolator and then skilled Mana Break, mana break should override the armor reduction of the deso, but maelstrom does apparently work on anti-mage, it's just not good.
[editline]15th December 2014[/editline]
[url]http://dota2.gamepedia.com/Unique_Attack_Modifier[/url]
[QUOTE=Hammernipples;45492970]Remove Battlehunger from Axe, replace it with some sort of gap closer - be it a blink, charge, or what have you[/QUOTE]
The point of battlehunger is to close the gap makes you fast.
techies minefield sign can now only be placed on mines, and gives slark invis to all mines within a very short radius
Heartstopper aura can be switched from damage enemies to heal allies based on the same numbers and switched back again whenever Necrophos wants.
Sorry, you need to Log In to post a reply to this thread.