miriyaka

miriyaka

Joined Member # 3401066
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Well, better Maim would help with that, especially with increased duration. 3 seconds is not long enough to help escape or kiting, only pursuit, and barely at that. Additionally, when in pursuit, I'd rather be able to slow the target down enough to delay their escape to their towers. We also don't want Reg to be able to always run away from everyone with absolute assurance, or he'll become the most annoying demigod to play against and will be nigh-unkillable until the towe

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Fire Aura is 5/10/15. I'm thinking either 3/6/9/12 or 3.5/7/10.5/15 for Fury. No more than Fire Aura, less per point, but better than 6.3 base when maxed out. The question is, do we want his speed boost to require a skill? I don't really care either way, because I usually get a few points in Fury no matter what, and 6-7% is a little better than 6.3 base unless you've got some serious speed items.

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Cooldown fix: Found a bug in the way I fixed it - if you hovered over a cooling-down ability while dead, the tooltip would break, and half of it would stick on the screen until respawn. Caused by not having any hero sync data to send to the CreateAbilityTooltip function. So I've modified the fix to only display the cooldown-modified tooltip if the demigod in question is alive. W

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We actually seem to have a decent bit of consensus on Deadeye/Impedance on Snipe and some kind of speed increase. That's a pretty good start for Reg, since most of his skills are actually somewhat useful already. I'd also like to see Maim improved in at least duration, and Deadeye improved in chance, but it's best to do a small number of changes at a time to best feel out their impact. I'll post a mini-mod tonight or tomorrow that has only the two basic Reg changes and DA'

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[quote]I dunno, what can I say on skill similarity except get over it... every skill in the game falls into certain variations. Fast ranged interrupts are one of the most powerful things in the game... give it to the weak guys and play with it before dismissing it outright.[/quote] Not really. There's no other skill like Snipe, no other skill like Deadeye, Mark, Scope, Impedance or even Mines. Reg's only skill that's similar to anyone else's is Maim. Even Angelic Fur

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[quote]Stun on Snipe is a great idea, Stun on MotB is not.[/quote] I've done some playing around with this, and I think it needs to be a ~1s stun to be really meaningful on a slow skill like Snipe. Either way, it's less useful as an interrupt (though you can still sometimes pull it off from just outside their visual range) and more useful as long-range interdiction against someone who is escaping or trying to gank a teammate. [quote]Some people think Reg needs a speed up

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[quote]Also the "stun" on swap is a 0.1 interrupt, and like I described earlier, it's easy enough to prevent it from causing cool down while still blocking a skill if it becomes a concern that DA should not be as strong as frost TB.[/quote] Number of interrupts does not equal strength or usefulness. DA is weak because he's soft and slow, not because he can't interrupt or can't gank (he can do both of those things just fine).

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This shouldn't cause any problems, and like I said, you could pretty much just paste your version of the pre-cast function in and change the parameter references, but w/e.

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[quote who="Exxcentric" reply="131" id="2881133"]also i have been written a new buffaffect that allows you to change the evasion cap for an individual unit. (current evasion cap is limited to a global change: http://pastebin.com/t478ax8f [/quote] That looks fine - that's a bit specific to implement into the UberFix, but it's fully compatible, so it won't hurt anything. I'd still like to do a total

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[quote who="Exxcentric"]been testing out reg fix. something (not sure what or why cause it looks like it should work to me) is not happening with this: local maimAbil = Ability['HGSA01Maim0..i'] [/quote] Yeah, I messed that up. Here's the working code:[code="c++"]for i=1, 3 do local maimAbil = Ability['HGSA01Maim0'..i] if maimAbil and maimAbil.MaimTarget then local

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Still not buying it. You're approaching this like there is only one viable build for each of these characters, any if either of them deviates or gets a 5% buff, then OH GOD GAME OVER. If that's the case (and I'm not even remotely convinced that it is), then there are a whole lot of things that need to be changed, because Reg is pretty terrible against everyone BUT Sedna. Sedna is nowhere near as useless as Reg in an average 2v2 - 3v3. Boosting Reg's speed by 5% doesn

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Hedgie: I get what you're saying, but Reg can already better afford to take a speed item than Sedna can. According to your model, taking Anklet would make him able to completely dominate Sedna far more effectively than a simple 5% speed base speed increase would. Also, this assumes the Reg has a level of Maim equal to Sedna's Inner Grace, and is somehow constantly re-activating it on her while kiting despite being the same speed with the same items while it's applied. Otherw

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I agree. Neither are going to win in a stand-up fight unless you make them overpowered. Enhance their existing advantages instead (ok, Reg's speed isn't an existing advantage, but it's a necessary concession for him to participate in combat at all while having any hope of escape). Also, don't knock the stun-on-Snipe until you've seen it in action. Especially with a 1s+ stun. Nothing like thinking you're getting away from some slower demigod, only to have a Snip

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Did you even try the callback method? I assure you it will work, as it has the actual AbilityTask as one of its parameters. It's also the way this kind of thing is supposed to be done, and while it's confusing at first, once you learn how callbacks work you can do a ton of stuff with them that would otherwise require re-writes of tons of base code. The original pre-cast check function never has the AbilityTask object itself passed to it, only the casting unit and the abili

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You've got a bit of a failure in logic there: Swap's only improvement by level is range. And the mana cost goes up sharply. So if you increase level I range, you have to increase all other levels. I actually agree that it's ok at level III, but bumping it by +5 at III is not going to upset any kind of delicate balance, and it still won't outrange e.g. Batswarm III. It's a skill that's only really used for interrupting right now, and I can't tell you when I've ever bo

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That doesn't strike me as a particularly needed change. Swap is already an ok interrupt. If anything, both of those skills need a +5 range boost at each level (well, III and IV for WS). This would give both a small advantage over Spine, without just upping the damage or giving them radical new functionality (which isn't really needed). It would also make Swap usable as something more than just an interrupt, and would make a Swap+WS DA a serious threat anywhere near

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Nevertheless, in the future, if you want to hook a State, you do it just like you would the Class it belongs to (a State is essentially a sub-Class). FA's state system had some quirks that sometimes made hooks of them not quite work how you would expect, but I'll take a shot at translating your original code just in case they fixed that in Demigod (plus something this simple would probably work just fine): [code="c++"]local prevClass = AbilityTask AbilityTask = Class(

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I don't think you need to do that at all? Look at this line, present in the original: [code="c++"]self.Unit.Callbacks.OnAbilityBeginCast:Call( self, self.Unit )[/code] This runs any callback functions of this type added to the casting unit every time casting starts. Since it passes 'self' (the AbilityTask itself in this case), you should be able to access self.Target from within this callback. So, to use this, you need to add a callback function to

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Take a look at BuffAffects.lua in the test version I just posted. If the Uberfix is enabled, all you need to do is add CannotKillSelf = true to the self-damage buff blueprint. Did that Maim fix I gave you work? It's in the UberFix, but I forgot to test it.

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Well, look at the numbers I gave: -0.25 add + -0.2 mult. This gives it a one-fifth cost reduction, which is pretty significant if it also has a little mana/second or a max mana bonus. This also keeps it from synergizing too well with Hungarling's, which is a concern if you do more than -0.2 with no reductive mult. Alternatively, if you think that's not enough, try -0.3125 add with the same -0.2 mult, for -25% cost initially, with Hungarling's adding another -27% relative f

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1.04 RC1: http://code.google.com/p/uberfix/downloads/detail?name=UberFix104RC1.zip Test release, use at your own risk, etc etc. Please run a log whenever you're playing with this version, and pastebin it if you run into anything - including the Rook shoulder weapon broadcast. If it doesn't display the message in-game, then the target shouldn't be stuck. If it does get stuck, messag

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