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Post by ultimatefrychef on Mar 26, 2009 15:18:11 GMT -5
Hi guys, second post... From my experience with programming, it is possible to increase the effect of each individual agility point put into a character (so with an attack speed multiplier of 2 a hero can attack twice as fast as a hero with a multiplier of 1 with the same agility). Would it not be possible to do something like the following: have a single point of agility cost 5 points (or have each point increase agi by .2) and set the multiplier to x5? This would artificially allow for an agility cap of 5x400=2000, as opposed to 400 for agility.
Secondly, I would just like to strongly oppose idea that one should be able to use "aura" or "auto-attack" items, as this would allow the backpack to attack and have an aura whilst being invincible.
Thanks for reading the post.
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hydra86
Newbie
Fear the Pumpking
Posts: 22
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Post by hydra86 on Mar 27, 2009 19:26:50 GMT -5
Auto-cast attacks, like Barbarian's Cleave or Assassin's Assassinate, have been effectively removed. They still appear as autocasts, but if you activate them as such they do nothing. FT has stated many times that he wasn't able to get away from the auto-cast mechanic, due to the nature of those skills.
As far as auras on backpacks go, thats why the aura items are relatively weak, compared to skilled abilities. There's no real way to disable them on a backpack, since it needs to be a hero to activate things like potions. As far as I know, anyway.
As for the agility issue, that would still persist - the multiplier would change (from 1% to .2%) but the IAS cap would remain at 400% regardless. It would just require more points to hit the cap, and would "devalue" the agility stat and force rebalancing. Augh!
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Post by ultimatefrychef on Mar 29, 2009 17:22:14 GMT -5
Actually, it would be easy to disable them in backpacks with two triggers; If an aura item is given to a backpack unit, it is replaced by another item called <item name> (Disabled), which acts as a placemarker for the item but has no effect. When given back to the hero, it is replaced with the aura item once more. This would allow the backpack to carry aura items without any detriment and also allow for auras to be more powerful.
As for the agility thing, each point put into agility would essentially have the same effect as it does, but the cap would be artificially placed at 2000. Basically, each point's percentage gain is cut by 5. This means that 2000 points can be put into agility before it hits the cap. However, the hero has an agility multiplier of 5, so each of those .2 points put into agility has the same effect as 1 point of agility.
Also, I don't know what you were talking about when you were talking about the autocasting...
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FatherTime
Emperor
This may hurt a little but it's something you'll get used to.
It's good to be chief, whatever it pays.
Posts: 1,459
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Post by FatherTime on Mar 29, 2009 19:34:45 GMT -5
Actually, it would be easy to disable them in backpacks with two triggers; If an aura item is given to a backpack unit, it is replaced by another item called <item name> (Disabled), which acts as a placemarker for the item but has no effect. When given back to the hero, it is replaced with the aura item once more. This would allow the backpack to carry aura items without any detriment and also allow for auras to be more powerful. As for the agility thing, each point put into agility would essentially have the same effect as it does, but the cap would be artificially placed at 2000. Basically, each point's percentage gain is cut by 5. This means that 2000 points can be put into agility before it hits the cap. However, the hero has an agility multiplier of 5, so each of those .2 points put into agility has the same effect as 1 point of agility. Also, I don't know what you were talking about when you were talking about the autocasting... Obviously neither of these 'easy' solutions are easy or we'd have done them already.... stuff just doesn't quite work that way in the WC3 universe.
~Locked.
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