Author Topic: [WC3 - Dots] General discussion thread III  (Read 218151 times)

Re: [WC3 - Dots] General discussion thread III
« Reply #570 on: April 29, 2012, 09:23:36 PM »
Already play Yukari and can make whole enemy team annoying or got killed anyway  :3

I think her skill is more balance now

Amraphenson

  • The problem is, you're a friend that likes to talk!
  • *
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Re: [WC3 - Dots] General discussion thread III
« Reply #571 on: May 01, 2012, 05:35:36 AM »
Played around with Yukari for a bit, and jesus christ is some of this shit sexy.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

Re: [WC3 - Dots] General discussion thread III
« Reply #572 on: May 01, 2012, 07:29:35 AM »
Translate Remake girl in 0.985 - Part 3


Remilia Scarlet

*Statistic*

State Growth:  Strength: 19 (+1.50) Agility: 17 (+2.00) Intelligence: 24 (+2.50)

Type: Nuker + Tanker          Difficult: 3 Point

Base HP: 120 [500]                                            Base MP: 40 [280]

HP Increment: 39                                              MP Increment: 10

Base HP Regen: 2.50(only at night)              Base MP Regen: 0.00

HP Regen Increment: 0.0                                MP Regen Increment: 0.4

Base Attack: 22-30 [46-54]                               Base Armor: 2.7

Base ASPD: 1.75                                                 IAS: 20.4%

Attack Type: Range                                           Attack Range: 500   

MSPD: 305 ms                                                    Missile Speed: 1000 ms

Day vision: 1050                                                 Night Vision: 700

Animation Damage/Back Swing Point: 0.3/0.3

Animation Cast/Back Swing Point: 0.45/0.5

Animation Run/Walk Speed: 260/260 ms



*Skill*


Scarlet Sign "Bloody Magic Square"

Passive - When Remilia or unit under her control deal magic damage from skill or item will recover Remilia's HP by 20% of damage dealt.

Note: -


Divine Spear "Spear the Gungnir" (Hotkey - D)

Active - Thrown Gungnir which travel in a line and explode when hit the first enemy girl it encountered.
               Gungnir has 800 vision and will deal damage to enemy unit around the exploding area


Cast Range: 2500 range
Mana Cost: 90/100/110/120 MP
Cooldown: 6 sc


Level 1: Deal 120 + [INT x 3] magic damage

Level 2: Deal 195 + [INT x 3] magic damage

Level 3: Deal 270 + [INT x 3] magic damage

Level 4: Deal 345 + [INT x 3] magic damage

Note: -


Scarlet Bat "Vampirish Night" (Hotkey - F)

Active - Remilia disappear for 1 second before "Transform" into "Flier Servant" for 7 units
               When transform to "Flier Servant", all of them  will has the same current HP as Remilia
               When out of duration, Remilia will return at the position which Most current HP's "Flier Servant"
               Remilia will has the same current HP as "Flier Servant"  which she return from
               "Flier Servant" has active skill which can use to become Remilia before out of duration at target's "Flier Servant"
               "Flier Servant" can't attack building 


               "Flier Servant"'s Statistic
               Max HP: 20 + [This skill level x 100] + [Remilia's Max HP x 0.35]             Armor: 0
               Armor type: Heavy Type                                                                                     Attack Type: Normal Type
               Attack: 7 + [This skill level x 7] + [INT x 0.35]                                                 BAT: 1.0
               Attack Range: 100 range                                                                                    Attack Form: Melee Type
               Day Vision: 1400 range                                                                                       Night Vision: 800 range
               Duration: 9 seconds                                                                                            Point grant: 26-38 [26-32-38] 


Mana Cost: 150 MP
Cooldown: 30 sc


Note: Reduce cooldown effect didn't affact this skill


Midnight King "Dracula Cradle" (Hotkey - R)

Active - Remilia dash to a target position and deal magic damage to enemy in a line
               After 1.5 seconds, Remilia will backward dash to the old target position (position before active this skill)
               If Remilia body stack the enemy girl during backward dash, she will stop dashing and deal magic damage to target
               If Remilia stop backward dash coz stack to enemy girl, will buff input damage resistance to Remilia for 10 seconds


Cast Range: 1000 range
Area of Effect: 125 x 1000 AoE
Mana Cost: 60/75/90/105 MP
Cooldown: 8 sc


Level 1: Deal 40 + [INT x 0.9] when dash forward, deal 40 + [INT x 1.2] to enemy girl when dash backward, buff gain 10% all damage type resistance

Level 2: Deal 60 + [INT x 0.9] when dash forward, deal 70 + [INT x 1.2] to enemy girl when dash backward, buff gain 15% all damage type resistance

Level 3: Deal 80 + [INT x 0.9] when dash forward, deal 100 + [INT x 1.2] to enemy girl when dash backward, buff gain 20% all damage type resistance

Level 4: Deal 100 + [INT x 0.9] when dash forward, deal 130 + [INT x 1.2] to enemy girl when dash backward, buff gain 25% all damage type resistance

Note: -


Scarlet Sign "Red the Nightless Castle" (Hotkey - W)

Active/Toggle - Remilia casting red cross aura around self
               Aura will deal damage to enemy in area every 0.1 seconds
               Enemy which got deal damage will got "Wound effect" for 3.0 seconds
               Remilia will lose mana every seconds she toggle this skill


Area of Effect: 250 x 600
Mana Cost: 35/50/65 MP
Cooldown: 8 sc


Level 1: Deal 90 + [INT x 0.3] per seconds

Level 2: Deal 130 + [INT x 0.5] per seconds

Level 3: Deal 170 + [INT x 0.7] per seconds


Note: Remilia can't debuffed by hex during active this skill
           Reduce cooldown effect didn't affact this skill
« Last Edit: May 01, 2012, 10:49:45 AM by Antorory »

Re: [WC3 - Dots] General discussion thread III
« Reply #573 on: May 03, 2012, 12:17:49 PM »
0.985f-> 0.985g
- Fixed Satori [R] skill no longer deal the same damage between level 1-4
- Fixed Shizuha [R] skill no longer deal higher damage than its description
- Fixed Momiji [D] skill her summon has damage attack match the text description now
- Fixed Yamame [D] skill now appear a projectile
- Fixed Green Llama now give a proper movement speed and attack speed
- Fixed Orin no longer buged on her [D] skill's passive which gain her hpregen, movement speed, attack speed
- Fixed Parsee [D] skill now work correctly
- Fixed Ran [W] skill no longer permently stack armor bonus
- Fixed Teleport item no longer bug and user got stack in the large building
- Fixed Sunny [Innate] no longer has hidden 10% evasion

- Denies now gain only 50% exp to enemy girls in area (from previous version which don't gain any)
- Changed Dash/Blink/Teleport disable ability from using these skill will lose effect skill, cooldown and mp used-> disable from using these skill. (still not finish)
- killing unit further than 1000 range still give an exp

- Marisa's [W] skill base damage reduced from 275/365/455 -> 245/340/435
- Marisa [W] skill scaling factor reduced from 2.45 -> 2.30

- Chen's [W] skill attack increase per hit changed from 24/36/48/60 -> 15/30/45/60
- Letty's [F] skill cooldown increased from 12.5/12.0/11.5/11.0 -> 13 seconds
- Letty's [W] skill movement speed reduced from 45% / 60% / 75% -> 30% / 45% / 60%
- Lunasa's [W] skill base damage reduced from 150/215/280 -> 150/200/250
- Merlin's [Innate] damage from Merlin's max hp reduced from 8% - 7%
- Lily White's [D] skill base heal/damage reduced from 18/36/54/72 -> 16/32/48/64
- Lily White's [D] skill scaling factor on damage reduced from 0.70 -> 0.60
- Youmu's [R] skill duration reduced from 9 -> 7 seconds
- Yuyuko's [D] skill scaling factor reduced from 1.45 -> 1.35
- Yuyuko's [R] skill base damage reduced from 15 -> 10
- Ran's [F] skill magic resistance gain reduced from 10 -> 5
- Yukari's [D] skill scaling factor reduced from 2.0 -> 1.75
- Yukari's [F] skill scaling factor reduced from  1.9 -> 1.75
- Yukari's [R] skill scaling factor reduced from  2.0 -> 1.75

- Kisume's [D] skill base damage reduced from 65/110/155/200 -> 65/105/145/185
- Kisume's [D] skill impact damage's scaling factor reduced from 1.9 -> 1.7
- Kisume's [R] skill shield's scaling factor reduced from 1.75 -> 1.5
- Kisume's [W] skill base damage reduced from 500/725/950 -> 400/650/900
- Yamame's [Innate] skill base damage reduced from 16 -> 8
- Yamame's [F] skill physical damage part's scaling factor reduced from 1.20 -> 0.65
- Yamame's [R] skill duration reduced from 10 -> 9 seconds
- Parsee's [R] skill physical damage part's base damage reduced from 12 -> 10
- Parsee's [R] skill physical damage part's scaling factor reduced from 0.10 -> 0.08
- Parsee's [R] skill magic damage part's base damage reduced from 25 -> 20
- Parsee's [R] skill magic damage part's scaling factor reduced from 0.20 -> 0.16
- Parsee's [W] skill deal highest damage reduced from 2.0 -> 1.5 times
- Yuugi's base damage reduced from 65 - 68 -> 61 - 64
- Yuugi's [W] skill pure type damage reduced from 25% -> 20%
- Satori's [D] skill scaling factor reduced from 0.5 -> 0.4
- Okuu's [W] skill cooldown increased from 120 -> 150 seconds
- Koishi's [D] skill damage gain while active's scaling factor reduced from (10 - number of girls) -> (9 - number of girls)
- Koishi's [D] skill damage gain while passive reduced from 6/9/12/15 - 4/7/10/13

- Wriggle's [F] skill scaling factor reduced from 0.5 -> 0.3
- Mystia's base damage reduced from 68 - 72 -> 63 - 67
- Mystia's [D] skill cooldown increased from 8.0 -> 9.5 seconds
- Mystia's [D] skill base damage reduced from 100/140/180/220 -> 100/130/160/190
- Mystia's [D] skill scaling factor reduced from 2.1 -> 1.7
- Mystia's [D] skill mana cost increased from 50 -> 65 MP
- Mystia's [F] skill mana cost increased from 50 -> 65 MP
- Mystia's [R] skill mana recover reduced from  50/75/100/125 -> 40/60/80/100 MP
- Mystia's [W] skill cooldown increased from "90/80/70 -> 120/110/100
- Keine's base attack reduced from 62 - 72 -> 54 - 64
- Tewi [F] skill deal addition damage when trigger chance by 2.0 times of skill damage -> 1.5 times of skill damage
- Reisen [R] skill remove armor penetration ability
- Eirin's base damage reduced from 59 - 75 -> 51 - 67
- Kaguya's base damage reduced from 61 - 67 -> 53 - 59
- Kaguya's [D] skill self damaged increased from 150/200/250/300 -> 150/225/300/375
- Kaguya's [F] skill self damaged increased fom 10% Max HP -> 15% Max HP
- Mokou's base damage reduced from 57 - 74 -> 51 - 68
- Mokou's [Innate] duration increased from 5 -> 6 seconds
- Mokou's [D] skill self damaged increased from 150/200/250/300 -> 150/225/300/375
- Mokou's [R] skill self damaged increased from 40/70/100/130 -> 70/100/130/160

- Medicine's [D] skill duration reduced from 4.0 -> 2.5 seconds
- Medicine's [F] skill scaling factor reduced from 0.20 -> 0.15
- Komachi's [Innate] skill base damage reduced from 80 -> 40
- Komachi's [D] skill Max HP gain reduced from 80/120/160/200 -> 60/90/120/150
- Komachi's [F] skill life leech reduced from 10/14/18/22 -> 5/7/9/11
- Komachi's [F] skill while hitting with active of this skill will amplify life leech effect of this skill  for 400%
- Komachi's [R] skill max hp's scaling factor damage reduced from 3% -> 2.5%
- Yuka's [Innate] base damage reduced from  24-30 -> 20-26

- Suika's base damage reduced from 64 - 70 -> 56 - 62
- Suika's [W] skill attack speed gain reduced from 75/100/125% -> 25/50/75%

- Rumia's [F] skill stun duration reduced from 0.7/0.8/0.9/1.0 -> 0.2 seconds
- Rumia's [W] skill cooldown increased from 50/40/30 -> 65/55/45 seconds
- Cirno's HP Increment reduced from 43 -> 37 HP
- Cirno's Base Max MP increased from 90 -> 180 MP
- Cirno's MP Increment increased from 9 -> 18 MP
- Cirno's all skill mana cost increased to [D]: 19, [F]: 39, [R]: 39, [W]: 59 MP
- Cirno's base damage increased from 70/105/140/175 -> 60/90/120/150
- Patchy's magic damage dealt reduced from 95% -> 90%
- Patchy's Metal Water Sign "Mercury Poisoning" movement speed reduce reduced from 20/25/30/35 -> 15/20/25/30%
- Patchy's Wood Water Sign "Water Elf" base heal/damage reduced from  80/120/160/200 -> 60/90/120/150
- Patchy's Wood Water Sign "Water Elf" heal/damage scaling factor reduced from 1.7 -> 1.3
- Patchy's Fire Earth Sign "Lava Cromlech" stun duration increased from 0.5/0.75/1.00/1.25 -> 0.6/0.9/1.2/1.5 seconds
- Remilia's [W] base damage reduced from 90/130/170 -> 80/110/140

- Sunny's [R] skill cooldown increased from 10/9/8/7 -> 14/13/12/11 seconds
- Sunny's [W] skill base damage reduced from 50 -> 40

- Shizuha's [R] skill global attack gain reduced from 5/10/15/20 -> 2/4/6/8
- Nitori's [Innate] skill scaling factor reduced from 1 INT gain 1 ATK -> 1 INT gain 0.75 ATK
- Nitori's [R] skill scaling factor on Addition ATK reduced from 0.6 -> 0.3
- Aya's base damage reduced from 64 - 66 -> 56 - 58
- Aya's [W] skill cooldown increased from 90/75/60 ​​-> 100/90/80 seconds
- Sanae's [D] skill scaling factor reduced from 0.9 -> 0.6
- Kanako's [R] skill base damage reduced from 80 -> 60
- Kanako's [R] skill scaling factor reduced from 0.8 -> 0.6

- Nazrin's [F] skill cooldown increased from 12 -> 17 seconds
- Nazrin's [W] skill base damage reduced from 100/150/200 -> 50/75/100
- Nazrin's [W] skill gold gain reduced from 100 -> 50 P
- Byakuren's base damage reduced from 63 - 73 -> 55 - 65
- Tokiko's base damage reduced from 64 - 70 -> 59 - 65

- Reisen II's [Innate] damage deal reduced from 40 + [LVL x 5] physical type damage -> 32 + [LVL x 4] pure type damage
- Tojiko's [F] skill addition damage deal reduced from 50% -> 35%
- Tojiko's [R] skill evasion gain reduced from 30/40/50/60% -> 15/20/25/30%

Re: [WC3 - Dots] General discussion thread III
« Reply #574 on: May 03, 2012, 12:25:01 PM »
Koishis d can now lower her damage?

Re: [WC3 - Dots] General discussion thread III
« Reply #575 on: May 03, 2012, 02:37:17 PM »
it just reduce to the point it will not gain any if 9 girls around koishi

in old version 5 v 5 still gain her for 6/9/12/15 damage coz it use 10 but didn't count koishi in the calculation  :V

Re: [WC3 - Dots] General discussion thread III
« Reply #576 on: May 04, 2012, 07:16:54 AM »
v0.980h -> v0.980i
------------------
Fixed the incorrect chance to crit for the Nice Boat
Fixed a bug that made selecting Reisen 2 under -sp mode give the player Lyrica instead
Fixed Suika's F skill incorrectly activating
Fixed the incorrect attack damage reduction at the end of Chen's W skill
Fixed a bug with Iku's W skill that crashed the game when playing on the 5211 platform
Fixed Merlin's R skill's incorrect health regen calculation
Fixed a bug that made Mystia's Flute and Jiao Shou's Mask share cooldowns
Fixed a bug that made illusions drop Concordias when they were killed
Fixed a bug that prevented illusions made by Shikieiki's W from being damaged by towers
Fixed a bug that made Marisa's R skill do extra damage
Fixed a bug that made Marisa's W skill stun duration too long
Fixed the incorrect description of Marisa's innate skill
Fixed a bug that allowed Kanako's F skill to target towers
Fixed a bug that made Reisen 2's R skill activate incorrectly
Fixed the missing cooldown display for the Stormcrow item
Fixed some girls being unable to become completely invisible
Fixed the incorrect models used for illusions of some girls
Fixed a bug that made the illusions of some girls being able to deal damage
Unable to fix - some bugs were fixed but the changelog for those bugfixes was lost

-Youmu's base mp regen (mp regen increment + base mp regen from INT) increased from 0.85 to 1.15

-Yuyuko's Sakura Sign 'Perfect Cherry Blossom of Sumizome' base damage decreased from 50/85/120/155 to 40/75/110/145
-Yuyuko's base mana regen decreased from 1.16 to 0.86

-Yukari's Outer Force 'Infinite Superspeed Flying Object' number of creeps dropped reduced from 4/5/6/7 to 3/4/5/6

-Lunasa's Violinist 'Melancholic Strings' scaling factor on bonus intelligence reduced from 0.20 to 0.00
-Lunasa's Poltergeist Violinist 'Melancholic Violin Piece -First Movement' base damage reduced from 135/202.5/270 to 130/195/260

-Kisume's Agility changed from 24 + 2.40 to 24 + 2.75
-Kisume's Horror 'Well Bucket Dropping Monster' base damage increased from 70/105/140/175 to 80/120/160/200
-Kisume's Well Bucket 'Flying in a Well' base damage changed from 150/200/250/300 to 150/225/300/375

-Koishi's 'Philosophy of a Hated Person' changed from 20% chance to do 175%/200%/225%/250% damage to 16%/22%/28%/34% c-hance to do 200% damage
-Koishi's Recollection 'DNA's Flaw' 12.5% reduction of a targeted spell's damage increased to 25% reduction

-Satori's Heartfelt Fancy 'Uncontactable Rose' 12.5% reduction of an AoE spell's damage increased to 25% reduction

-Tewi's health increase per level increased from 44 to 58

-Reisen's Wave Sign 'Heart Murmur' damage increased from [2*Target's Magic Resistance] to [3*Target's Magic Resistance]
-Reisen's Phantasmal Bullet 'Parallel Cross' bonus range increased from 110/165/225/275 to 120/180/240/300
-Reisen's Phantasmal Bullet 'Parallel Cross' now ignores 10/15/20/25% of her target's armour for its duration

-Eirin's health increase per level increased from 56 to 62, agility changed from 15 + 1.30 to 15 + 2.00
-Eirin's 'Brain of the Moon' now gives her an additional [10% * Eirin's Intelligence] as pure damage for her attacks
-Eirin's 'Nightmare Butterfly Dream Pill', 'Game of Life' and 'Imperishable Night Redux' now cost 50 health to use (calculated with magic resistance)
-Eirin's 'Game of Life' scaling factor for on-hit damage increased from 0.8 to 1.6
-Eirin's 'Hourai Elixir' now costs 150 health (calculated with magic resistance)

-Mokou's Immortal 'Firebird -Flying Phoenix-' increment for her F skill reduced from 1 charge to 0.5 charge
-Mokou's Limiting Edict 'Iwakasa's Moon Curse' increment for her F skill reduced from 2 charges to 1 charge

-Komachi's agility changed from 18 + 1.70 to 18 + 2.00

-Shikieiki's health increase per level increased from 56 to 62
-Shikieiki's agility increased from 16 + 1.55 to 20 + 2.50

-Suika's agility changed from 18 + 1.50 to 18 + 2.00

-Iku's agility changed from 24 + 2.00 to 24 + 2.50
-Iku's 'Veils Like Space' bonus electrical damage increased from 10/20/30/40 to 12.5/25.0/37.5/50.0
-Iku's Thorn Sign 'Thundercloud Stickleback' base damage changed from 40/55/70/85 to 40/60/80/100
-Iku's Heaven Sign 'The Drill that Breaks the Heavens' mana cost changed from 150/250/350 to 150, cooldown changed from 100/90/80 to 100/75/50

-Koakuma's health increase per level increased from 58 to 65
-Koakuma's Fire Sign 'Pyro Match' base damage changed from 75/105/135/165 to 75/110/145/180
-Koakuma's Little Devil 'Devil May Cry' mana cost reduced from 150/225/300 to 0

-Remilia's Divine Spear 'Spear the Gungnir' cast range increased from 1800 to 2500
-Remilia's Scarlet Sign 'Red the Nightless Castle' base damage increased from 60/100/140 to 70/110/150

-Flandre's QED 'Ripples of 495 Years' life leech reduced from 12/18/24/30% to 10/15/20/25%
-Flandre's QED 'Ripples of 495 Years' additional physical damage increased from 9/12/15/18 to 10/15/20/25

-Patchouli's Sun Sign 'Royal Flare' visual effect changed
-Patchouli's health increase per level increased from 52 to 59
-Patchouli's skill descriptions updated with more info

-Aya's 'Bunbunmaru' duration reduced from 16s to 12s

-Shizuha's agility changed from 25 + 2.50 to 25 + 3.00

-Kanako's Divine Festival 'Expanded Onbashira' intelligence scaling factor of 1.00 changed to either 1.70*Int or 12.5%*Health
-Kanako's Rice Porridge in a Tube 'God's Rice Porridge' intelligence scaling factor increased from 0.40 to 0.80
-Kanako's 'Mountain of Faith' attack speed reduction of 60% changed to a base attack time increase from 1.75 to 2.25
-Kanako's 'Mountain of Faith' bonus health changed to bonus armour and magic resistance, canceling additional health and mana regen
-Kanako's 'Mountain of Faith' mana cost reduced from 250 to 0, transformation time reduced from 2.50s to 1.00s
-Kanako's Weird Festival 'Madly Dance on the Medoteko' intelligence scaling factor of 0.70 changed to 1.15*Int or 10%*Health
-Kanako's Weird Festival 'Madly Dance on the Medoteko' area of effect increased from 300 to 600, mana cost reduced from 180/200/220/240 to 110
-Kanako's Weird Festival 'Madly Dance on the Medoteko' cooldown reduced from 30 to 15, number of pillars increased from 5/6/7/8 to 6/8/10/12
-Kanako's Heaven's Stream 'Miracle of Otensui' mana cost reduced from 200 to 90/110/130/150
-Kanako's Divine Husk 'Divining Crop' mana cost reduced from 180/240/300/360 to 100/125/150/175

-Reisen II's health increase per level reduced from 80 to 70

-Tokiko's Heron Sign 'Toki's Counterattack' health recovery increased from 50% to 75%

-Tojiko's projectile model changed
-Tojiko's health increase per level increased from 57 to 65
-Tojiko's Apparition 'Iruka's Thunder' base damage changed from 150/250/350 to 150/275/400
-Tojiko's Apparition 'Iruka's Thunder' target armour scaling factor increased from 20 to 30

-Renko's agility changed from 20 + 1.90 to 20 + 2.75
-Renko's Schrodinger's Cat agility increase increased from 7 to 8

----------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------


v0.980i -> v0.980j
- Fix Kanako "Mountain of Faith" Bug which caused 1 addition lightenning to appear per times you active this form.
- Fix Nitori [F] Skill Text Description

- Ran's health increase per level increased from 63 -> 70

- Youmu [W] Skill Agility Scaling Factor 2.7/3.7/4.7 -> Attack Scaling Factor 2.0/2.75/3.5

- Yamame [R] Skill Addition Strength Scaling Factor x 1.9 -> Addition Attack x 1.9

- Kisume [D] Skill Agility Scaling Factor x 1.25/0.20 -> Intelligence Scaling Factor x 1.90/0.35
- Kisume [F] Skill Agility Scaling Factor x 3.00 -> Attack Scaling Factor x 2.25
- Kisume [R] Skill Damage Part Agility Scaling Factor x 0.6 -> Intelligence Scaling Factor x 0.95
- Kisume [R] Skill Protection Part Agility Scaling Factor x 2.0 -> Attack Scaling Factor 1.75

- Keine [R] Skill Addition Strength Scaling Factor x 1.0 -> Addition Attack x 1.0

- Reisen's health increase per level increased from 54 -> 58

- Mokou [D] Skill Strength Scaling Factor x 1.60 -> 7% Max HP Scaling Factor
- Mokou [F] Skill Addition Strength Scaling Factor x 0.7 -> Addition Attack x 0.5
- Mokou [R] Skill Strength Scaling Factor x 0.50 -> 2% Max HP Scaling Factor

- Suika [D] Skill Base Damage 60/120/180/240 -> 15/75/135/195
- Suika [D] Skill Strength Scaling Factor x 1.70 -> Attack Scaling Factor x 1.50

- Tenshi [D] Strength Scaling Factor x 1.3 -> Attack Scaling Factor x 0.9
- Tenshi [F] Skill Cooldown Skill 2 + [360 /Tenshi's Strength]sc -> 2 + [7200 /Tenshi's Max HP]sc
- Tenshi [F] Skill Addition Strength Scaling Factor x 0.8 -> Addition Attack x 0.8

- Rumia [F] Skill Base Damage 60/90/120/150 -> 30/60/90/120
- Rumia [F] Skill Strength Scaling Factor x0.75 -> Attack Scaling Factor x0.75

- Meiling [R] Skill Strength Scaling Factor x0.4 -> 2% Max HP Scaling Factor

- Patchouli Metal Wood Sign "Elemental Harvester" Projectile Speed 1000 -> 1250
- Patchouli Metal Fire Sign "St. Elmo's Pillar" Cast Range 800 -> 700/800/900/1000
- Patchouli Metal Fire Sign "St. Elmo's Pillar" Area of Effect 210/280/350/420 -> 280/350/420/490

- Remilia [F] Skill now halve damage on attack to all type of unit
- Remilia [F] Skill Bat Attack [Level x 1] -> [intelligence X 1]

- Sunny [W] Skill Fire 1 Shot Per 8 Strength -> Per 160 Max HP

- Aya [D] Skill Agility Scaling Factor x 1.00 -> Attack Scaling Factor x 0.80 - 25

- Shizuha [W] Skill Agility Scaling Factor x 0.25 -> Attack Scaling Factor x 0.15

- Kogasa [W] Skill Agility Scaling Factor x 2.8 -> Attack Scaling Factor x 2.8

- Murasa "Spinach" Increase 20/28/36/44 Strength -> Increase 500/750/1000/1250 Max HP and 20/30/40/50 Damage
- Murasa "Spinach" Scaling Factor [Level x 1.50]-> Max HP Scaling Factor x 0 / Attack Scaling Factor [Level x 2.0]

- Nue [Innate] Agility Scaling Factor 0.20 -> Attack Scaling Factor 0.20

- Reisen II Pounding Sign "Fool Resistance" Dealing Damage 32 + [Reisen II's Level x 4] -> 40 + [Reisen II's Level x 5]

- Poison Dress Deal 20 + [40% of Highest Value of Enemy's State] -> 35% of Enemy Total Attack Damage

----------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------


0.980 -> 0.981
- Select Game Mode Changed to 3 times choose
 -@First choose - Team Arranged@-
(1) Set a player to the position as they're
(2) Set a player to swap randomly between both team (Shuffle Player)

 -@Second choose - Girl Picked@-
(1) Normal Pick
(2) Normal Pick + Can only pickable 50% of total girls in game (Random ban)
(3) Take Turn Pick (it will start to give each player to pick which start from Hakurei(1) -> Moriya(1) -> Moriya (2) -> Hakurei (2) -> Hakurei (3) ->....)
(4) Take Turn Pick + Can only pickable 50% of total girls in game (Random ban)
(5) Captain Mode (Which only captain of each team choose girl to banned and pickable for their team)
(6) Random Pick
Note: Mode 3-4-5 will appear only when have 5 v 5 human players on both team.

 -@Third choose - System@-
(1) Normal System
(2) Duel System ( 1 v 1 system which set a winning thing by point rule)
(3) All Out Mode (Only mid lane, side lane creep appeared, level and exp is extremely increased)

- Fixed -as which show the wrong aspd gain from Hatate [R] skill
- Fixed -cp which cause player to become opposite team without swap another player
- Fixed some item icon which will see as a green colored icon when see by other player
- Fixed Medicine [R] skill which activated [D] skill when deal damage to enemy
- Fixed Medicine [R] skill didn't deam damage correctly
- Fixed Hatate [R] skill can crash the game.
- Fixed buff which grant to tower duo the girls's death will not work correctly while in Shuffle Player Mode
- Fixed cooldown and duration of badgirl card didn't match the text correctly
- Fixed Shuffle Player mode didn't change player color
- Fixed Yuyuko [Innate] which didn't appear when died under some circumstance (still not completed)
- Fixed Parsee [Innate] when keep illusion rune will make that illusion can explode (still didn't fixed)
- Fixed Yukari can gap ancient unit with her [F] skill

- add new command -swap
- add new command -cam # adjust # = , -cam  which will make your vision become clostest
- -cam # command change to 0 - 100

- Youmu's hp increment increased from 60 -> 66 HP
- Youmu's [D] skill base damage increased from 30/35/40/45 -> 10/25/40/55

- Merlin's hp increment reduced from 89  -> 86

- Lyrica's [W] skill cast range increased from 350 range -> 600 range

- Youmu's [W] skill base damage increased from 76/153/230 -> 80/250/420
- Youmu's [W] skill scaling factor reduced from 2.0/2.75/3.5 -> 2.0

- Kisume's [F] skill scaling factor reduced from 2.25 -> 2.00

- Okuu's [D] skill scaling factor increased from Primary damage: 1.95 -> 2.15 Secondary damage: 0.65 -> 0.75

- Mystia's [F] skill cooldown increased from 8  -> 9 seconds

- Keine's [F] skill duration increased from 2.0  - 2.5 seconds

- Suika's [D] skill scaling factor increased from 1.5  -> 1.2

- Iku's [Innate] attack damage grant per level reduced from 1 -> 0.5
- Iku's [D] skill damage grant to [F] and [R] skill reduced from 12.5/25.0/37.5/50.0 -> 10/20/30/40

- Tenshi's [W] skill base damage reduced from 250/375/500  -> 250/400/550

- Shikieiki's [R] skill base damage reduced from 12/18/24/30 -> 10/15/20/25
- Shikieiki's [Innate] scaling factor from Death Score reduced from 4 -> 3

- Cirno's [R] skill shield grant increased from 150/225/300/375 -> 200/300/400/500
- Cirno's [R] skill during the effect of this skill will count the attacking of enemy girls as 2 hits per 1 hit

- Remilia's [D] skill cooldown increased from 5 -> 6 seconds

- Remilia's [D] base damage increased from 120/190/260/330 -> 130/205/280/355
- Remilia's [D] scaling factor increased from 120/190/260/330 -> 130/205/280/355

- Aya's [F] skill addition damage increased from 16.5/33.0/49.5/66.0 -> 17.5/35.0/52.5/70.0

- Hina's [W] skill cooldown increased from 165 -> 180 seconds

- Kogasa's [Innate] didn't count creep as an enemy unit

- Murasa's [F] skill now scaling factor with INT x 0.45

- Shou's [W] skill cooldown increased from 120 -> 150 seconds

- Byakuren's [Innate] skill base damage reduced from 30 -> 20

- Tojiko's [R] skill mana cost increased from 75 -> 75/85/95/105 MP
- Tojiko's [R] skill scaling factor reduced from 1.4 -> 1.2

- Reisen's [W] skill movement speed gain reduced from 40% -> 35%

----------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------

0.985 coming soon...
« Last Edit: May 04, 2012, 07:21:08 AM by Antorory »

CloverNaght

  • Gotta hide in teh box..
  • FOEs r scareh
Re: [WC3 - Dots] General discussion thread III
« Reply #577 on: May 07, 2012, 11:55:51 AM »
love tenshi changes (phoenix wing for her isn't worthless anymore)
satori and koishi has imba innate
koa seems to be an INT powerhouse now
yuyuko D nerf is laughable
going to read the rest
Behold the power of love instagibbing, ze!!~

Re: [WC3 - Dots] General discussion thread III
« Reply #578 on: May 07, 2012, 05:01:02 PM »
DotS v0.985i MotK
-------------------------
http://www.mediafire.com/?lby1cgfhappnth4

Differences from the official v0.985i:
- Mode 1-1-4... or 2-1-4.
- Recycle system is turned on by default
- No coach/supervisor slots, i.e. the host bots will host the map with referee slots
- +200 gold for picking random
- -200 gold when using -repick (only available if the game is not run under CM mode, and within the 1st 90 seconds of the game)
- Somewhat different loading screen

Use !load dots to load this map.
« Last Edit: May 07, 2012, 05:05:33 PM by ApharmdB »

Dular

  • This avatar below me is considered ancient.
  • This avatar above me is considered ancient
Re: [WC3 - Dots] General discussion thread III
« Reply #579 on: May 07, 2012, 05:28:25 PM »
- +200 gold for picking random
- -200 gold when using -repick (only available if the game is not run under CM mode, and within the 1st 90 seconds of the game)

So it has finally happened.  I was wondering when it was going to appear.

Re: [WC3 - Dots] General discussion thread III
« Reply #580 on: May 07, 2012, 05:37:34 PM »
The -repick command has actually been around for a while, just disabled. These changes I've made to the map aren't part of the official release.

Just tinkering around with the map a bit that's all. It's another coder's turn to take over the main coding job (yeah there are a few of us and we take turns to not burn out). It's a good thing too, for me, since I'm also helping out in a few other maps and my own project, a Touhou EotA-like map, has been on hold for ages. But the main reason is... May 15th is approaching.  :derp:

Re: [WC3 - Dots] General discussion thread III
« Reply #581 on: May 07, 2012, 06:02:34 PM »
Dm mode whar

Re: [WC3 - Dots] General discussion thread III
« Reply #582 on: May 10, 2012, 04:28:23 AM »
0.985g-> 0.985h
- Fixed Youmu's [W] no longer use the old value from old version
- Fixed Flandre's [W] doing 100% less damage than it should
- Fixed Patchouli's skill selection method
- Fixed Satori's [R] skill don't has any effect
- Fixed Crucifix item lose it effect when transform
- Fixed Sukima/TP no longer trigger Mystia's [R] skill
- Fixed marisa's [D] no longer working under instanly move disable effect
- Fixed Ran [R] crashed the game
- Fixed Kanako [W] crashed the game

- Girl resistance increased from 7.5% -> 10.0% (fake, didn't really change at all)

- Lily's [D] skill mana/hp cost reduced from 25/50/75/100 -> 30/60/90/120
- Yukari's [D] skill scaling factor reduced from 1.75 -> 1.6
- Yukari's [F] skill scaling factor reduced from 1.75 -> 1.6
- Yukari's [R] skill scaling factor reduced from 1.75 -> 1.6

- Kisume's [R] skill shield scaling factor reduced from 1.5 -> 1.25
- Parsee's [F] skill animation changed (now it drop slower a bit)
- Satori's [D] skill cooldown reduced from 5 -> 8 seconds
- Okuu's [D] skill Max HP scaling factor reduced from 6.5% - 6.0%
- Okuu's [D] skill INT scaling factor reduced from 2.35 -> 2.00

- Kaguya's [F] skill base heal reduced from 60% -> 45%
- Mokou's [D] skill Max HP scaling factor reduced from 7.0% - 6.0%
- Mokou's [F] skill base heal reduced from 30 -> 20
- Mokou's [W] skill movement speed gain reduced from 20/25/30 -> 15/20/25%

- Yuka's base damage reduced from 57 ~ 62 -> 47 ~ 52

- Suika's [W] skill cooldown increased from 60 -> 75 seconds
- Iku's [W] skill cooldown increased from 100/75/50 -> 120/90/60 seconds

- Koakuma's [D] skill base damage reduced from 75/110/145/180 -> 65/100/135/170
- Koakuma's [D] skill scaling factor reduced from 1.70 -> 1.60
- Meiling's [Innate] skill changed effect from hp regen 3/sc and increase hp regen 100% when skill proc -> hp gain 6/sc and increase hp gain from this skill by 2.0 times when skill proc
- Sakuya's [Innate] skill effect changed (now deal [ATK x 1.0] physical damage and stun for 1.0 seconds)
- Sakuya's [D] skill mana cost reduced from 60 -> 45
- Sakuya's [F] skill mana cost reduced from 135 -> 110
- Flandre's [F] skill movement speed/attack speed reduction increased from 40/50/60/70% -> 40/55/70/85%
- Flandre's [W] skill amplify damage increased from 300/400/500% -> 300/450/600%

- Sunny's [W] skill scaling factor reduced from 0.35 -> 0.30
- Luna Child's [D] skill cooldown increased from 7/6/5/4 -> 8/7/6/5 seconds
- Hatate's base attack reduced from 58 - 62 -> 55 - 59

-Mystia [D] skill silence duration increased from 2.0/2.5/3.0/3.5 -> 2.5/3.0/3.5/4.0 seconds

- Minoriko's [D] skill cooldown increased from 12/11/10/9 -> 13/12/11/10 seconds
- Aya's [R] skill Addition ATK scaling factor reduced from 0.5 -> 0.40
- Aya's [R] skill Addition INT scaling factor reduced from 1.4 -> 1.15
- Aya's base damage increased from 56 - 58 -> 64 - 66
- Hina's [F] skill will spread damage only when target affact by physical damage
- Hina's [F] skill damage spread increased from 6/12/18/24% -> 7/14/21/28%

- Nazrin's [R] skill chance reduced from 16/24/32/40 -> 14/21/28/35%
- Byakuren's HP Increment reduced from 43 -> 32
- Byakuren's [D] skill stun duration on main target reduced from 1.8/2.0/2.2/2.4 -> 1.2/1.4/1.6/1.8 seconds

Note: some of change in this is just something i figure while checking thing in changelog.

and yeah seem map from touhou.cc forum has the same bug on yamame's [D] skill again (model invisible)  :derp:

Note: oh and that repick command which allow in normal play you must warning about some doodle skill like Youmu's Myon or some summon skill like Orin's [D], Yuuka's [D], Murasa's [W] or etc which will leave a unit in the map even you repicked them.

Note:you can repick several times which different than DotA  :V





0.985h-> 0.985i
- Fixed Yamame's [W] skill can only use for 1 times per skill set
- Fixed Ran's [R] skill no longer cause desync
- Fixed Kanako's [F] skill no longer cause desync
- Fixed Kanako's [R] skill no longer cause desync
- Fixed Murasa's [W] skill summon a level 1 ship at the first times no matter what skill's level is
- Fixed CM mode trigger skill disabled

- Yuyuko Weight increased by 1
« Last Edit: May 10, 2012, 12:30:56 PM by Antorory »

CloverNaght

  • Gotta hide in teh box..
  • FOEs r scareh
Re: [WC3 - Dots] General discussion thread III
« Reply #583 on: May 13, 2012, 08:08:52 AM »

- +200 gold for picking random
- -200 gold when using -repick (only available if the game is not run under CM mode, and within the 1st 90 seconds of the game)
neat
anyway whats about the 2nd innate? (Q hotkey i think) that put some notice on map and 5s countdown?
also thought thats eng vers lol
« Last Edit: May 13, 2012, 10:12:31 AM by AkurouNyan~ »
Behold the power of love instagibbing, ze!!~

Re: [WC3 - Dots] General discussion thread III
« Reply #584 on: May 13, 2012, 12:06:02 PM »
The 2nd innate puts a countdown timer and pings the map for your allies till it ends. The timer cannot be seen by enemies. See if it's useful for coordinating things with your team. Got that idea after playing Portal 2 co-op.

Re: [WC3 - Dots] General discussion thread III
« Reply #585 on: May 16, 2012, 05:52:45 AM »
The 2nd innate puts a countdown timer and pings the map for your allies till it ends. The timer cannot be seen by enemies. See if it's useful for coordinating things with your team. Got that idea after playing Portal 2 co-op.

help a lot on calculate a duration of cyclone or some skill with has a long disable duration to prepare for next combo [make you not waste a skill on same target]  :D

tbax704

  • Now more gangsta...
  • With wings...
Re: [WC3 - Dots] General discussion thread III
« Reply #586 on: May 16, 2012, 03:35:18 PM »
Hey Aph, that 2nd innate just made Shou loses her ult, you can spend skill points on it but it doesn't appear or activates if you press W

Re: [WC3 - Dots] General discussion thread III
« Reply #587 on: May 16, 2012, 05:50:45 PM »
Will be shifting it to the "patrol" skill next time I release a special version... Nobody uses "patrol" anyway. This will eventually make it into the official map - it's currently in the official map, just disabled until I'm done tweaking it. Eventually you should be able to set the countdown duration too, between 3 and 9s.

Re: [WC3 - Dots] General discussion thread III
« Reply #588 on: May 19, 2012, 02:55:22 PM »
I see that only tenshi's model is invisible.  Where can I find her model file?

Re: [WC3 - Dots] General discussion thread III
« Reply #589 on: May 20, 2012, 12:26:07 AM »
In the model pack

CloverNaght

  • Gotta hide in teh box..
  • FOEs r scareh
Re: [WC3 - Dots] General discussion thread III
« Reply #590 on: May 20, 2012, 11:03:02 AM »
try reinstall/rename the registry file? since the only invisible model is the tenshi ones
Behold the power of love instagibbing, ze!!~

Dormio Ergo Sum

  • MotK's Official Idlebot
  • *
  • I don't bite... much.
Re: [WC3 - Dots] General discussion thread III
« Reply #591 on: June 23, 2012, 11:17:20 PM »
How to pick a top-tier team
By Dormio

-INTRODUCTION-

Tired of being crushed by a team that just steamrolls all over you in every engagement?
Can't gank? Can't farm? Can't harass? Just finding certain aspects of your team to be lacking?
Well worry not! For I have a guide for you to make a team that you can use to strike fear into the hearts of your enemies.
All you need to do is pick your heroes according to my guide and (provided you and your team don't suck balls) you will win every game.

-CHARACTERS-

So first, let's go over the character pool that you'll be looking at.
SanaeReimuYoumuYuyukoRanMedicineTenshi(?)SatoriYuugiSuikaMeiling(?)
But, Dormio, not every character here is a carry! How am I supposed to win without 5 carries on my team?!
Well, my adorable little (noob) friend, the characters that aren't carries exist to do one thing: Make the carry's life as easy as possible. Because unsupported carries tend to go *squish*. Quite often.
If you are a support, you just want to wreak havoc upon the enemy team by disabling them or buffing your own while your carry goes and destroys the very souls of the entire enemy team.
If you are a tank, you just want to wreak havoc upon the enemy team by disabling them or buffing your own while your carry goes and destroys the very souls of the entire enemy team.
If you are a situational hero, you just want to wreak havoc upon the enemy team by disabling them or buffing your own while your carry goes and destroys the very souls of the entire enemy team.

-CHARACTERS EXPANDED-

So what is it that makes each of these characters a top tier pick?
Well, let's go through these characters.


Suwako Moriya. Have you seen what this hero does? Do you really need to question why she belongs here? What is it that a support does? Disable the enemy team or help the rest of your team to survive. Well Suwako is in no way or form lacking in the first. Her first skill is an AoE disable centered around herself that cannot be cleansed due be being comprised of a series of ministuns. You may say: "But you need to get close to use this skill!" Do you know what I say to you in response? "What the f**k are you talking about?" Let me present three things to the non-believers. First, Suwako's ridiculous stat growths. You have enough HP to soak up that damage. Secondly, your second skill. You gain 80ms on top of being invulnerable for two seconds. If you can't get in position with that, God have mercy on your soul. Thirdly, your ultimate skill. You need the initiative? You just pop that ult and run in. Suwako's second skill is also a very good skill. It allows you to escape from any sticky situation, or you can just use it to get into the middle of the enemy team. Did I mention that it increases your movement speed while you're using it? And that you're invulnerable during its duration? Also, it deals damage. Your third skill is a simple mana shield. Considering Suwako's high STR and INT growths, you're going to be tanky as hell with your shield on. And finally, your ultimate which is a stun on every enemy hero for 1.5 seconds that also damages them. Need a teamfight? Just pop this ult and you're good to go. Need a gank? Just pop this ult and you're good to go. Need to run? Just pop this ult and you're good to go. Its cooldown has been increased from the ridiculously short amount that it used to have, but not to worry. There's an item that reduces cooldowns by a fairly significant amount. This item also increases pure HP and MP. I wonder if that would synergize well with her mana shield? A question for the ages. An argument about how Suwako could be easily shut down due to her being melee and therefore unable to get any farm is also absolute rubbish. I present to you, Suwako's innate skill. Suwako tosses a ring that deals 22+(2.22xINT) damage in a line. Easy last hitting, no? As if this is not bad enough, this ring also returns 22% of the damage it deals to Suwako's HP and Mana. And costs 2 MP to cast. And is on a 2.22 second cooldown. Anyway, yes, Suwako is a top tier pick.


Nazrin. Among the top tier carries, Nazrin requires more farm than most carries before she can really start destroying the enemy team 1v5. Fortunately for Nazrin, she has all the options in the world to help her get this farm. Your pendulums are a buff that you can cast on yourself or any ally. These pendulums will increase your armor, magic resistance and deal damage to everyone around them. In other words, you're looking at easy farm if you cast it onto one of your melee creeps. All you need to do is sit back and watch the money roll into your pockets. "What about point items? Won't the enemy be getting all of those?" You may ask. Well, you could always take a risk and go closer to the enemy to pick these up, but why bother when you have your kickass passive to do that for you? That little mouse that follows you around? It'll go and pick all those point items up for you, isn't it nice? On top of that, if you're managing your mana properly, your opponent shouldn't want to go close to the creepwave to pick up those point items since you'll be getting free damage on them due to the pendulums. Harass and farm! Your double attack passive may seem unimpressive at first, what's the point? What you need to keep in mind is that your extra attack will carry any on-hit effects that your regular attacks do. Manaburn? Double manaburn. Bash procs? Say hello to permastun. Camera damage? Doubled. Not to mention the extra damage output that it gives is also nice. Nazrin's third skill may seem equally unimpressive. A short dash that takes up a fair amount of your low mana pool. Important thing to note? It's on a 4 second cooldown. Unless they have an escape mechanism of their own, nobody is going to get away from you. Nor will they be able to catch up to and kill you if you happen to need to run. Now, finally, your ultimate skill: Gold Rush. As the name may suggest, it's going to help your farm immensely and turns you into a powerful ganker. What this ultimate does is place a marker on your target. If you attack this target, your first attack will deal additional magic and stun them for 1.5 seconds. The fun part? This applies for every ally. That means that, if you happen to be focussing one target down with your entire team, you can deal an extra 1000(+5xINT) magical damage and stun them for up to 7.5 seconds just by having everyone on your team attack them once. Oh, and you get bonus gold if the target dies. Which they will. Nazrin may not have as many steroids to buff up her damage as much as some of the other carries, but she can easily make up for it and quite possibly surpass the others with the ridiculous farm she can get.


Minoriko Aki.


Merlin Prismriver. There are two things that Merlin can offer that set her apart from the other tanks. These are her taunt, and her ridiculous HP regen which is also applied to all nearby allies. Merlin's first skill, the taunt, is ridiculously good for catching any enemy heroes out of position. Whatever you hit with this skill will run towards you with all their might for 2.2 seconds. Now, one thing to note is that the fastest people in this game happen to be the deliciously squishy carries. So if you were to force the enemy carry to run towards your team... I'm sure that you can envision the scene that follows. In addition, this skill is on a very short cooldown, so you can disable with frightening ease. Merlin's second skill is rather lackluster. It exchanges survivability for additional damage output and movement speed. You'll probably be wanting to use this for the movement speed burst to confirm kills or to buff up your carry if you feel that they can take the loss in survivability. An alternate use if you have slows and/or stuns to follow up with is to use it on enemies that are locked down so that they take additional damage. Merlin's third skill is a passive ability that increases her HP regeneration depending on the amount of HP she is missing. Not only does this give you much more effective HP due to the increased regeneration, the fact that your entire team can also get this regeneration is a godsend. Finally, Merlin's ultimate skill. What this ability does is link Merlin's HP to an enemy hero. For every point of damage damage you take, you'll return 1.2 points of damage to your target. Hey, if the enemy team is going to focus the tank, you might as well punish them that much more for it, right? All in all, it is mostly Merlin's taunt that puts her above the other tanks.


Hina Kagiyama.


Hatate Himekaidou. Hatate doesn't offer much to her team other than damage, but Hatate's damage output is nothing to be scoffed at. With one of the best attack speed steroids in the game, extra pure damage on attacks, and high maneuverability, Hatate will find and kill all of her foes if left to her own devices. Hatate's first skill allows her to instantly blink large distances on a fairly short cooldown. This can be used to chase and confirm kills, or escape from sticky situations. On top of being a very good blink, this skill also passively increases Hatate's movement speed. Gotta go fast! Hatate's second skill acts as both a rather damaging nuke and a buff to her damage. On top of dealing 300% of your damage in an AoE, it will mark every enemy it hits with a debuff that both gives vision to Hatate and makes every attack that Hatate performs on that enemy deal an additional 44 damage. Did I mention that this bonus damage is pure? In conjunction with Hatate's third skill, you're in for a world of hurt. Speaking of which, Hatate's third skill is a self targeted buff that will increase her attack speed by a ridiculous amount for 5 seconds. Now, considering that each of Hatate's autoattacks are going to be dealing 44 bonus pure damage, and that Hatate is going to be attacking extremely quickly, her target had best hope that they have some quick means of escaping or disabling Hatate, else they will see their HP become non-existant. Hatate's ultimate skill is literal maphax. It allows her to see every enemy hero for 7 seconds. Yes, even the invisible ones. On top of all this, Hatate also has an extra skill, one that allows her to teleport back to the fountain after channelling for 3 seconds. The kicker? Hatate is invulnerable while channelling this teleport. Yep. This is her "get out of jail free" card. It allows her to escape from every situation. Hatate most definitely deserves her spot amongst the top tier carries.


Tewi Inaba. There are two main things that set Tewi apart from the other top tier carries: her orb, and her ultimate. Tewi has nowhere near the amount of attack steroids that the other top tier carries have, but she does not need them to excel. Tewi's traps are extremely annoying to deal with. If Tewi happens to have map control, and you run into one of them whilst trying to flee with your life, you can kiss any hope of escape goodbye. These traps will detonate whenever any enemy gets within range and deal damage and stun them. These traps may be rather obvious, but there is one problem. There is no way to remove these traps without either detonating them or waiting for them to time out. If a Tewi manages to lay traps in key locations, then every gank and escape option becomes unavailable for the enemy team. Secondly, Tewi's orb. Having this thing is like having a free camera. Actually, it's better than a camera. 5% of an enemy's max HP in bonus damage is a rather significant amount. That's 6000 gold that you don't need to invest whilst other top tier carries do. On top of that, this orb acts as a basher. That's another 3000 gold that you've saved. Suddenly, you are 9000 gold up in farm compared to other carries. Tewi's third skill is for those that don't understand the concept of animation cancelling. Well, I suppose that the -armor is nice. Finally, Tewi's ultimate skill. This thing is very annoying for the enemy team to deal with. Every one of Tewi's allies becomes a tank when they are standing around her. If an actual tank is standing around Tewi, they become God in loli form. Tewi is special in that her kit does not actually encourage building the same items that the other top tier carries would. Instead, what Tewi wants is pure attack speed and survivability. Tewi offers much more than just damage (which she does not lack in any way or form) to the team and is therefore a top tier pick.


Momiji Inubashiri. Momiji's kit is close to any carry's dream. She has a skill that lets her farm with ease, a very long single target stun that can be used to obliterate any enemy that is caught out, global maphax so that she can either catch people out or watch for incoming ganks, and an aura that improves the movement and attack speed of herself and all her allies. Sure, Momiji lacks attack steriods that are on the level of Youmu and the like, but the safety with which she can farm and gank more than make up for it, though she will eventually lose out to the other top tier carries if the game drags out into the late game. Momiji's first skill is what allows her to farm with such ease. Momiji summons two incredibly tanky wolves which also have fairly decent damage. These are used as meatshields while Momiji farms the jungle. The fact that Momiji jungles also instills a sense of fear into the enemy team. If they push out too far, a Momiji could be waiting to jump them at any moment. Momiji's second skill, on top of giving aerial truesight over a large AoE for 8 seconds on a 15 second cooldown also passively increases the damage of Momiji and her wolves. Momiji's third skill is a melee range stun that lasts for 2.8 seconds, more than enough time for Momiji and her wolves to rip apart the life bars of any heroes unfortunate enough to be caught out. Finally, Momiji's ultimate skill is an aura that increases both movement speed and attack speed by 30%. Sure, it isn't as big of a steroid as those that the other top tier carries have, but it's still a great buff that is always active and also benefits your wolves. Oh, and Momiji doesn't need to bother buying crit. She and her wolves are given a crit as an innate ability. Momiji is one of the fastest(only) junglers in the game, and her ability to gank, push, and carry should not be underestimated by any means.


Letty Whiterock. Letty is capable of demolishing enemy formations with ease. By simply throwing some hail onto her foes, they are forced to back off, spread out, or take a large amount of damage. And that doesn't even begin to scratch the surface of what Letty is capable of. Letty's first skill is a channelled AoE nuke that deals damage over time. It has an extremely large AoE on top of an extremely last cast range, allowing you to launch a frozen barrage on whatever foes you may see with no fear of any repercussions coming your way. Letty's second skill can wreak havoc on an enemy team during a teamfight, or simply be used as an escape or chasing mechanism. What this skill does is launch four large snowballs around Letty which are each capable of dealing damage and stunning up to two targets for 2.2 seconds. If Letty is able to get in the middle of the enemy team and use this ability, she has basically stunned the entire enemy team. Letty's third skill is a passive ability that makes Letty to be such an annoying presence. Not only does it increase Letty's maximum HP, making her harder to focus down and kill, and increase the damage that she deals with her blizzard, it causes Letty's blizzard to slow everything it hits in addition to dealing damage. On top of all this, Letty has her ultimate skill that creates a large patch of frost. All enemies within this frost will have both their movement speed and attack speed reduced by a significant amount, giving your team a clear advantage in any fight that breaks out. In addition, the slow can be used simply to flee if necessary. Letty can disrupt teams like no other and is easily amongst the best supports that DotS has to offer.


Cirno. Whilst Cirno may not gain any INT, she more than makes up for it with extremely high STR and AGI growths.


Aya Shameimaru. Aya is similar to Hatate in that the only thing that she offers to a team is pure damage output. Aya is similar to Hatate in that she is not left wanting when it comes to her sole purpose. If Aya has her sights set on anyone, that person is not leaving unless Aya allows them to. With both a high range dash and an unholy number of blinks, nobody can hope to escape from or catch Aya. On top of this, Aya gains additional movement speed according to her level up to a maximum of +200 base movement speed at level 20. Good luck keeping up with that. So, Aya's first skill. It's a long range dash that also does a significant amount of damage. It also happens to be on a fairly short cooldown. It can easily get Aya in and out of a fight. 'Nuff said. Aya's second skill marks a target with a debuff that gives Aya vision of the target. The important part, however, is the ridiculous amounts of additional pure damage that she gets whenever she attacks an enemy that has been marked. As if the bonus pure damage weren't enough, Aya's third skill is a proc that, whenever it is activated, deals large amounts of damage and slows the target and everything around it by 30% for 2.5 seconds. Finally, Aya's ultimate skill is a rather strange one. Rather than buffing any damaging aspect of Aya, it turns every single action Aya makes into a blink. This skill allows Aya to catch up to or run away from anything and everything. What other carry, or any character in the game really, can boast having the same level of mobility that Aya has?


Nue Houjuu. Nue is a hero that has the capacity to dominate the entire enemy team if in the hands of a skilled player. However, it is equally likely that Nue will end up contributing absolutely nothing of worth to a team. Nue relies entirely on getting an early lead and snowballing

Sanae Kochiya.

Reimu Hakurei.


Shikieiki Yamaxanadu. Shikieiki is a hero with a rather ridiculous laning phase, especially in a 1v1 situation. Of course, this doesn't mean that Shikieiki's strength peters out once the laning phase ends, nor does it mean that she has trouble in a 1v2 or 2v2 lane. Shikieiki has one of, if not the, fastest attack animations and projectiles in the game. On top of being able to last hit with ease, Shikieiki is also capable of harassing the enemy with little to no risk. Her first skill is one that places a guilt marker on the enemy, as well as a debuff that will cause them to lose a percentage of their maximum HP every time they kill anything for 15 seconds. Note that whilst it lasts for 15 seconds, it has a 4 second cooldown. Shikieiki's second skill can be used as either a powerful nuke and stun or a heal. This skill will always deal a minimum of 18% of the target's maximum HP as well as stunning them for 2.2 seconds. As if that weren't bad enough, this nuke will deal an additional 6% of the target's maximum HP in damage for every guilt marker that the target has up to a maximum of 60% of the target's maximum HP with 10 markers. On top of this, this skill passively gives Shikieiki additional attack speed when attacking targets marked with guilt. This is important for her third skill, which gives Shikieiki bonus pure damage on every attack. On top of this, if Shikieiki attacks the same target enough times, she will deal additional pure damage and give her target an additional guilt marker. Finally, Shikieiki's ultimate skill purges and creates a clone of an enemy hero. This clone deals 100% damage and does not take damage from enemy attacks. Instead, if the enemy team wishes to destroy this clone, the target is forced to take damage as the clone's HP is tied only to the original's. With a powerful nuking, supporting, and carrying abilities, Shikieiki is a solid addition to any team.

Youmu Konpaku.

Yuyuko Saigyouji.

Ran Yakumo.

Medicine Melancholy.

Tenshi Hinanawi.

Satori Komeiji.

Yuugi Hoshiguma.

Suika Ibuki.

Hong Meiling.

-Will Edit In-

-CATEGORIES-

Every character does not play the same role in a team.
Instead, they can usually be divided into one of 4 categories: Carry, Support, Tank, Situational
The following have been organized from highest -> lowest tier.
Note that tiering cannot be applied to the situational picks due to the high variance in roles amongst them.
Also note that, even though I may have tiered them amongst each other, remember that all of these heroes are still top tier picks for what they do.

-CARRIES-
Youmu

-SUPPORTS-
RanSanaeReimuTenshi(?)

-TANKS-
YuugiMeiling(?)

-SITUATIONAL-
MedicineYuyukoSatori

Suika

-PICKS-

Actually picking the heroes is rather formulaic. Just make sure that you have the following, and you're set.
  • 2~4 Supports
  • 1~2 Carries
  • 0~1 Tanks
  • 0~1 Situational
Team synergy is rather important, though. Some combinations obviously work better than others and I shall try to list a few combinations here.

-Will Edit Later-

-ADVANCED PICKS-

If you actually need to read this guide to get a grasp on what a good team should look like, then this section is not for you. Noob.
These are teams based on specific gimmicks and require a large amount of skill and/or luck to properly coordinate and pull off.

-Cold Nuclear Fusion-
UtsuhoReimuSanae
Notes: The reasoning behind Reimu and Sanae picks is purely to prevent the enemy team from counterpicking you. Not to mention that the two are solid picks in general. If you feel that you can get these heroes safely without having a Reimu and/or Sanae counterpick from the enemy team, then feel free to tack a different hero onto your lineup to replace one of the maidens.

-When in Roam-
TenshiMedicineMeilingSanae
Notes: Your sole purpose is to pick up kills wherever you can find them. You want to destroy a lane and push quickly while they're confused by the sheer stupidity of this strategy. Countered by: Wards, Map awareness.

-Spin to Win-
MeilingRanMedicine
Notes: This team is quite a solid team on its own, but teamfights will be where it truly shines. You need to be careful about having Reimu or Sanae negate your teamfight, though.

-I See Dead People-
Tenshi
Notes: To utilize your full potential, your team will require extremely high levels of coordination. Use Hatate's ultimate to scout out enemy locations. If Nue launches an UFO, Eirin should fire off her arrow to where the UFO will land to make the 1v1 a piece of cake for Nue. If necessary, Tenshi can confirm kills with her ultimate skill, but it is preferable to have it used for damage due to how Nue works. Suwako is there to help out the gank if need be, or for Nue's escape after the gank is complete. Make the enemy team fear you, no matter where they are on the map.

-Push strat (insert witty name here)-
YuyukoRinUtsuho
Notes: As evident from the lineup, your aim is to win as fast as possible with the help of tower gold. You'll likely be stopped by any competent team due to the new tower and creep mechanics.

-Will Edit In-
« Last Edit: June 25, 2012, 09:33:42 AM by Ran Yakumo »

Captain Infinity

  • Captain of Echo Platoon, 3rd Battalion.
  • To bring chaos and honor to this world gone soft.
Re: [WC3 - Dots] General discussion thread III
« Reply #592 on: June 24, 2012, 09:16:13 AM »
-PICKS-

Actually picking the heroes is rather formulaic. Just make sure that you have the following, and you're set.
  • 2~4 Supports
  • 1~2 Carries
  • 0~1 Tanks
  • 0~1 Situational
Team synergy is rather important, though. Some combinations obviously work better than others and I shall try to list a few combinations here.

-Will Edit Later-

NOOB, the true DotS team composition is all carries.

Dormio Ergo Sum

  • MotK's Official Idlebot
  • *
  • I don't bite... much.
Re: [WC3 - Dots] General discussion thread III
« Reply #593 on: June 24, 2012, 09:17:31 AM »
NOOB, the true DotS team composition is all carries.
But, Dormio, not every character here is a carry! How am I supposed to win without 5 carries on my team?!
THIS HAS ALREADY BEEN ADDRESSED.

Pesco

  • Trickster Rabbit Tewi
  • *
  • Make a yukkuri and take it easy with me
Re: [WC3 - Dots] General discussion thread III
« Reply #594 on: June 24, 2012, 10:00:43 AM »
Lily is the carry.

Dormio Ergo Sum

  • MotK's Official Idlebot
  • *
  • I don't bite... much.
Re: [WC3 - Dots] General discussion thread III
« Reply #595 on: June 24, 2012, 11:42:54 AM »
Lily is the carry.
You should never try this unless you are a professional Dormio. It will only end in many tears and bloodshed.

Re: [WC3 - Dots] General discussion thread III
« Reply #596 on: June 24, 2012, 12:42:10 PM »
Are the maps still being translated?

Re: [WC3 - Dots] General discussion thread III
« Reply #597 on: June 24, 2012, 02:53:21 PM »
I haven't been doing translation stuff for a long time now. Maybe Antorory is doing the translation now?

Haven't been in touch with DotS for a long time. I've been helping out with the making of THDB+ and another rather different AoS style Touhou map. More THDB+ for now though, that's close to being functional already. The other map's more exploratory in terms of design, e.g. at max level, Remilia can choose to either add a stun to Gungnir, or have it pierce targets for more damage, or simply have it fly at double speed (choice is permanent). Okuu's Septentrion (last word) is in short, Quake 4's Dark Matter Gun.

Helepolis

  • Charisma!
  • *
  • O-ojousama!?
Re: [WC3 - Dots] General discussion thread III
« Reply #598 on: June 24, 2012, 05:10:21 PM »
Well, after being a month in Japan and back from it looking for a job. I have to admit I have been playing DotA2 more often than encouraging myself and others to play DotS. However, we've had a good old raging dots game yesterday night which felt like good old days. OP girls with imba skills etc etc bla bla bla. Anyway, those things aside I'd suggest we try to summon 4v4 or 5v5 games again.

And please don't give me the silly excuse of "For ever 7." You know what the real problem is in my opinion? People who add to Rinnosuke then delete themselves suddenly "Oh I don't have time left". If you're really so eager to play then at least add yourself if you can really play. It is not like we have 60 people willing to play dots just to please your tight time space. And for Touhou's sake if you do add then at least be frikken active on IRC when we call you for a game.

I am not going to bore you all with "back in the 949 map days" stories. We got real lives, time zones, issues, opp--... Basically, not all of us are around. Some stopped playing and some refuse to play for what ever the hell reason. We heard those reasons 10000000x and it is not helping. I respect those who wish to pass dots for what ever reason. But I simply cannot accept people complaining on IRC while thinking they can have a game under 40 minutes. If you play DotS (and similar games) you take your time.

TL DR: Please stop complaining and start adding like a real man and be active if you added. Thank you.


Messiah

  • The Devil on The Sky~
  • In seek for the lost DotS
Re: [WC3 - Dots] General discussion thread III
« Reply #599 on: June 25, 2012, 01:39:09 AM »
What if I am not a man?
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