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Reduce Yamoto Cooldown. - Page 2 - Forum

 
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Forum » CHF Development and Discussion » Balancing Current Game Content » Reduce Yamoto Cooldown. (It is way to high.)
Reduce Yamoto Cooldown.
-Kobas-Date: Sunday, 31-Oct-2010, 2:18 AM | Message # 16
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but then banish wont increase its power either.. :/
giving it like 3990 damage at lvl 3

Well you can add another line to if then else function that will check target unit buffs, if unit has banish buff, do next formula ↓
Code
(Life of (Target unit of ability being cast)) Less than or equal to ((0.30 + (0.10 x (Real((Level of SPELL for (Triggering unit)))))) x (Max life of (Triggering unit)))

Spell do 400+% from banish/600+% from banish/800 +% from banish

1st level - Can kill enemy hero below 40% of max hp
2nd level - Can kill enemy hero below 50% of max hp
3th level - Can kill enemy hero below 60% of max hp


 
Master-HeroDate: Sunday, 31-Oct-2010, 3:41 AM | Message # 17
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or just piss them off

And that is working well, even for pubs!



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ArcttyDate: Wednesday, 10-Nov-2010, 10:35 PM | Message # 18
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I dont think its really that bad, maybe make it magic damage so it goes through armor. It is good with a HK build and lvl 3 does 3k dmg, it is a good alternative to torrential if you dont want to lose all your hp. That being said I dont know if I would ever use this ult as it is in 3.4b.
 
Vampirism_FireDate: Monday, 21-Feb-2011, 4:53 PM | Message # 19
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I agree, magic damage would make it much better. Compare it to other spells like death coil or Cold shot. The damage is really bad comparatively.


Signature by: Vexslasher
There Is No Such Thing As A "Final" Version.
 
Forum » CHF Development and Discussion » Balancing Current Game Content » Reduce Yamoto Cooldown. (It is way to high.)
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