Reflection Aura
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Vampirism_Fire | Date: Friday, 15-Oct-2010, 0:51 AM | Message # 1 |
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| Reflection Aura: An aura that gives friendly nearby units a damage shield, which returns a percentage of a ranged attacker's damage back to it. The damage returned and area of effect increases with each level. This is exact from the footmen frenzy wikia page on Thorns Aura except I changed the name to Reflection Aura and I changed the word "melee" to "ranged". I do not believe that any stats should be modified unless the stats for thorns aura in Custom Hero Footies are different. Level Effect (melee units) Area 1 10% dmg returned 900 AoE 2 25% dmg returned 925 AoE 3 40% dmg returned 950 AoE 4 55% dmg returned 975 AoE 5 70% dmg returned 1000 AoE 6 85% dmg returned 1250 AoE http://62.75.202.148/footy/index.php/Thorns_Aura Edit: The following Values are the current Proposal changed as a response to the feedback on the originals. The values below can and will change so all following posts may not apply. Level Effect (melee units) Area 1 15% dmg returned 900 AoE 2 26% dmg returned 925 AoE 3 37% dmg returned 950 AoE 4 48% dmg returned 975 AoE 5 59% dmg returned 1000 AoE 6 75% dmg returned 1250 AoE
Signature by: Vexslasher There Is No Such Thing As A "Final" Version.
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overlord123 | Date: Thursday, 21-Oct-2010, 7:17 AM | Message # 2 |
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| i like this move it can help a lot when making a tank hero
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Master-Hero | Date: Thursday, 21-Oct-2010, 3:46 PM | Message # 3 |
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| And in case of multishot as the most rangemauler got?
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Message edited by Master-Hero - Thursday, 21-Oct-2010, 3:46 PM |
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Vampirism_Fire | Date: Thursday, 21-Oct-2010, 11:22 PM | Message # 4 |
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| Master, in that case you would would just be unlucky as the multi-mauler. Most games do not have mauler ranged heroes, and it is always a risk when picking a defensive ability especially an aura.
Signature by: Vexslasher There Is No Such Thing As A "Final" Version.
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HM2008 | Date: Thursday, 21-Oct-2010, 11:49 PM | Message # 5 |
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| i like the idea vamp, very nice also if bond makes this make sure that towers dont get effected by it :P oh and another suggestion is that bond when u make the negative auras like tichmeh etc for the next version can u make them as big as aoe as positive auras? they r all auras they should effect the same area as one another. If this is already been done then forget it but i still c a bit of a difference between positive auras to negative auras in aoe difference. At least make it so its VERY VERY CLOSE to the same aoe if not make it the same.
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Master-Hero | Date: Friday, 22-Oct-2010, 1:11 PM | Message # 6 |
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| Quote (Vampirism_Fire) Master, in that case you would would just be unlucky as the multi-mauler. Most games do not have mauler ranged heroes, and it is always a risk when picking a defensive ability especially an aura. I often play multimauler and I often see people do the same. Kid would allmost be useless then except if u got inci instead of multiarrow. Thornaura doesnt deal extra damage just because u got that cleaving splash ability. So it might need a nerf in that way.
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Vampirism_Fire | Date: Friday, 22-Oct-2010, 6:24 PM | Message # 7 |
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| fine, that makes sense master. I really dont see multimauler much tho o0. melee mauler is far more common. HM, 100% on the towers. I didnt think about that but im glad you brought it up. I also would like to see the negative auras' range increase. I do not hink they should be equal to normal ones though.
Signature by: Vexslasher There Is No Such Thing As A "Final" Version.
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Master-Hero | Date: Saturday, 23-Oct-2010, 12:09 PM | Message # 8 |
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| Quote (Vampirism_Fire) I do not hink they should be equal to normal ones though. Yeah the positive ones should allways be a little bit better than the negative. Like devo aura got +25 aura and tich aura got -20.
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Bond009 | Date: Saturday, 23-Oct-2010, 3:08 PM | Message # 9 |
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| the reason for this is because negative affects have a greater affect on units adding armor to your units doesnt make them better than taking armor away from other enemies units in most cases. which is why the - auras are less range and a little less stats than the positive ones.
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HM2008 | Date: Monday, 25-Oct-2010, 0:42 AM | Message # 10 |
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| Well i have no problem that positive auras should have a lil more stats then the negative ones cause this should happen example devo and tichmeh, but the range of which they work should b increased to "nearly" the range of positive ones. mayb not quite the same but definately closer please.
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Trixxareforkids | Date: Monday, 25-Oct-2010, 5:56 AM | Message # 11 |
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| Tich mez level 6 already has a massive range, like if you're in the middle of a team's base it'll affect all of their units...
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Bond009 | Date: Monday, 25-Oct-2010, 8:14 PM | Message # 12 |
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| yeah even chris says its one of the best auras in the game
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ChrIsicera | Date: Monday, 25-Oct-2010, 8:54 PM | Message # 13 |
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| IMO auras at this point are: Unholy, tich meh Devotion, trueshot Thorns Everything else Vampiric aura Negative auras other than tich meh. Of these I think that Vampiric and frost would be easiest to buff in a meaningful way. Vampiric, at L5 and L6 make it have 50% of its effect on ranged units, vampiric itself isn't bad, it's just the fact that an item completely shines it out of its slot that makes it not worth the slot in the least bit. Frost aura I think should have a massive effect on move speed, have it be the anti unholy, if not a little stronger. Even at L6 this ability isn't scary in my opinion.
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Bond009 | Date: Tuesday, 26-Oct-2010, 0:08 AM | Message # 14 |
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| yeah probably should tinker with the speed a bit, Also the way the ability is designed for vamp i dont think it'll allow for ranged units to get the healing affect melee gets, it doesnt give those options.
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Vampirism_Fire | Date: Tuesday, 26-Oct-2010, 8:39 AM | Message # 15 |
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| I agree with Isis.
Signature by: Vexslasher There Is No Such Thing As A "Final" Version.
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