miriyaka

miriyaka

Joined Member # 3401066
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Abilities concentrate a lot of damage in one hit. Being able to dodge those anywhere near half the time would be really, really effective. That would be a huge shift in the game's balance, and would make dodge too desirable. Now, maybe one could come up with a short list of abilities that could be made evadable, since that's fairly easy to do, and wouldn't radically change the nature of the game. Snipe would not be a good candidate th

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Right, ok, we're mostly in agreement then. I don't really know how to 'fix' dodge except to fully or partially lift the cap, and make it something you can specialize in, like armor. And again, while health is still as easy to come by as it is, neither armor nor dodge will ever be attractive enough vs health. Not that you want to roll with base armor, ever, but you know what I mean.

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We just discussed this. Neither of those things are necessarily an issue if we're talking about modding these skills, and yes knockback damage credit is fixed in the UberFix. It's VERY fixed, in that you get a full share of credit for a knockback kill even if the creep had 1hp left. I could slightly 'unfix' this, but I think it's pretty much fine the way it is. Fixing WA's targeting would be a core aspect of balancing it. You need to be able to run away from a

225 Replies 74,073 Views

I'm not a 'real' programmer nor a modeler, so I've not a clue how to go about dissecting a mesh format, only that it's possible, as there are many unofficial, user-made importers/exporters for all sorts of formats for those three modeling programs, including non-published formats.

75 Replies 152,842 Views

QoT: If QoT players really don't use SW II+ and would rather have more damage on SW than an interrupt, then whatever. I don't play QoT very often, and I get crushed when I do, so the only thing I have a strong opinion on is the shield cost (which is def. too high). I'd like to hear more QoT-player opinions on this. Reg: MotB shares little in common with Penitence right now, except range, and max damage at max level. It's also a higher-l

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In the case of 7 shots for a kill, 15% dodge is FAR less reliable than the same percentage of armor, because the latter absolutely insures an extra hit, while it's quite likely that a 15% dodge chance will not activate at all. Or may activate twice, or even three times. That is not reliable, by any definition that I'm aware of. In the case of one hundred shots for a kill, you're right, there is absolutely no difference between the same two percentages. Therefore, aga

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Also just so we're clear, Granny uses a special licensing model that would not make it legal to share among donors/modders, even if 10 grand weren't waaaay too much money to donate to one person to buy a license. I'm not even sure that GPG are using the standard granny mesh formats. Granny has extremely extensible format support, and if GPG made some proprietary changes to the format they were using, you'd be SOL even with the program. It's much more reali

75 Replies 152,842 Views

[quote who="LORD-ORION" reply="102" id="2877218"]Although I am on the side of, all DGs need an interrupt...Ultimately in retrospect, Occ was overpowered with blastoff interrupt, and QoT doesn't really have a viable skill to attach an interrupt to... so she should work more like Occ, viable without an interrupt.[/quote] Oc is a damage machine. You fix his useless/broken skills, and he'll be doing just fine without an interrupt. Your own LOP-QoT mod added an interrupt to s

225 Replies 74,073 Views

The reason that e.g. 15% dodge is less desirable than 15% armor is because evasion is very unpredictable. Against another demigod, where you might only take 7-10 hits to die, the chance to block one, or maybe two of those offered by 15% dodge isn't nearly as practical as the absolute assurance that you can take one more offered by 15% armor. Against archer towers, creeps, minions, etc-- any situation where the hit quantity is high-- dodge is equally effective and reliable.

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Never thought about actually making Reg faster than everyone else. That's not a terrible idea, since faster in Demigod doesn't equal unlimited kiting ability due to firing animation time (he would have to be like 20% faster to be able to kite for more than 2 or 3 shots.). That wouldn't solve the complaint I keep seeing about his inability to stand and fight on a flag, interrupt locks, etc but seriously, don't play Reg if you want to be able to do that (i.e. don't play Reg in 2v2

225 Replies 74,073 Views

Yes, this requires that you replace dgdata.zip. Even if you can search for internet games with a modified data file, there is no way to determine whether or not other players are using the same modified file. With the FA lobby mods, if you tried to join the lobby for a game that didn't have the same lobby mods you had, a whole variety of things could happen, ranging from immediate problems to absolutely no indication of problems until the game launched, at which point it would i

4 Replies 2,420 Views

Hedgie's right, there's no way to produce consensus on this. The best that can be done is for a small group of people to come to a loose agreement and get behind a specific mod/vision. Individually, everyone else either gives in and adopts, or resists and ignores it. Even if it's well-accepted, you still end up with only a portion of games being hosted with the mod, probably a small minority, and the rest not. Therefore, anyone planning on doing this probably should

225 Replies 74,073 Views

It's defeatist as hell, for one. We can't agree on a fix to the problem, so let's institutionalize it? Second, how do you decide who in a given match gets the privilege of playing the tier 1 demigods? I can only imagine how much fighting there would be over this, how many people would just leave the game if they didn't get their way, etc. And if the point quantity is set so low that nobody can play a 'tier 1', then you're forcibly limiting available character diver

7 Replies 6,185 Views

[quote who="nomilarac" reply="76" id="2875426"]One last thing, how is a jump from 1200 (300 x 4 targets) to 4000 (500 x 8 targets, current Warp Area II) damage for just 1 skill point reasonable at all???? Sigh.[/quote] For the energy cost, it's not great But, for a level 5 skill, being able to kill 4 creeps and gain 2 seconds of invulnerability is not a bad deal. III changes that to killing 8 creeps, which is a bit of a jump, but I can't see giving 4 seconds of invuln

225 Replies 74,073 Views

Please don't put words in my mouth. I never once implied that WA is 'overpowered' in its current state, or that it doesn't need a change. But the only proposal I see for Warp Area is to boost the damage to 1000 x 8 at level III. I also seem to recall being in favor of adding metadamage to every level of it and adding some damage to III. Wait, yes, that's exactly what I said on the last page. Something like 300 x 4 -> 500 x 8 -> 700 x

225 Replies 74,073 Views

Re: Reg 1) If you put stun/interrupt on MotB, it will NOT trigger the Mark effect when it is cast on someone who is currently casting. It will abort their cast, not finish it - and Mark only activates on a successfully finished cast. 2) MotB is a pretty non-broken, well-balanced skill already. Putting an interrupt on it makes it a ridiculously effective counter to all kinds of abilities, as it could both interrupt a current cast (resetting a tp/lock cooldown), and

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Sorry, but not only is this a bad idea, but it's actually far more difficult to implement from a code perspective than you know. Looking in the lobby code, GPG already tried some forced-demigod-selection stuff and clearly gave up on it because it was proving more complicated than they anticipated, or the motivation to push it through wasn't there (as should be the case with this idea, no offense intended).

7 Replies 6,185 Views

It's buried in one of my screw-around mods. If you don't mind creating a new mod to put it in, paste this into hook\units\heroes\HSedna\HSedna_Abilities.lua (quote the post to copy the code, otherwise it'll be messy):[code="c++"]--Radius around Sedna that roar buffs allies Ability.HSednaPounce04.RoarRadius = 8 local prevOSA = Ability.HSednaPounce04.OnStartAbility Ability.HSednaPounce04.OnStartAbility = function(self, unit, params) --Do existi

22 Replies 11,469 Views

Woop, a bit late, but if you add something like this to the mod_info.lua: [code="c++"]conflicts = { "71cf89f0-c73d-4000-bc09-380ba4918421", --chirmaya's rollover ally info 1.4.2 "48C629B6-09B1-11DC-9B89-F34356D89593", --sorian's health and mana text toggle "56d681d0-5604-11de-8a39-0800200c9a66", --bman's godlike team panel "6B861824-DB11-11DE-8E06-975856D89593", --bman's rampaging minion overlay<br

17 Replies 78,117 Views

Yeah, it's all in the comments in BuffAffects, since that's the source of most of the information. If you're wondering where to start, extract MODULE_herostats.lua and SCREEN_hero.lua from dgdata.zip\lua\ui\game and throw them into a mod folder, inside \hook with the same path. Just work with one of those overrides to start with - one is the mini-stats screen on the shop, and the other is the full-sized inventory screen. Then look at the two hooks I did to those files in

296 Replies 610,726 Views

- Agree with DA needing 6.3 base speed - Disagree with DA needing a massive AE ability. He should not get Chain Lighting IV + 250 damage + 4s invulnerability for 3 skill points. That's ridiculous regardless of how weak he is, and not at all what DA is about. He needs boosts to single-target skills and passives. I don't disagree that Warp Area should always knock small units back, however - that would actually make it worthwhile early- to mid-game. Re-appr

225 Replies 74,073 Views

[quote who="awuffleablehedgie" reply="38" id="2874659"]For example, I don't think Reg should get an interrupt, but attaching a Deep Freeze like debuff to Mark of the Betrayer might be nice (+10/20/30% cooldown). It does good AoE damage + snare so you can't really buff it's damage or reduce it's mana cost, and it has a long cooldown so it's not going to be super-abuseable. Or you can do things like "If you have mark of the betrayer on you, you take 10% more damage from Regulus' abilities"

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[quote who="OMG_pacov" reply="15" id="2874442"]confused... frost nova would interrupt a teleport or a lock and also stun. What am I missing? [/quote] It doesn't reset their cooldowns. Same with silence. You can immediately begin casting the same ability again the moment the freeze or silence wears off. Functionally, this only affects long-cooldown abilities, as anything with a ~5sec cooldown time will feel about the same whether you get frozen/silenced or

225 Replies 74,073 Views

I can tell you from a code standpoint that dodge does NOT affect ANY abilities whatsoever. Nor beam weapons, e.g. ToL or Finger of God. It dodges auto-attack weapons only. Dodge is not viable from a build perspective with a 40% cap. I think a 50% cap, combined with better evasion percentages from DA's ability tree, and improved dodge items (not evasion amounts, but other bonuses, e.g. make Assassin's Footguards slightly better in some other way) that it could be viab

35 Replies 15,554 Views