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PostPosted: April 29th, 2015, 10:06 pm 
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[TryHrd] Relic
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Joined: March 30th, 2014, 12:06 pm
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Elite:

UWS/DWF:
- Ghost to +0.75 range on Auto (from 0.5)

DWF:
- Fixed scaling for HSM/Spider/Yamato.
(Unlike the rest of elites, damage buff from UWS/DWF on HSM/Spider/Yamato applies only to dmg from upgrades (not to base).)

Elite Anti-Hero Damage:
(on top/bot arena shops)
- Costs 500
- +20% factor vs heroic

BC:
- Revert HP buff to 2500 (from 3000) (Was increased because of vike/cor dmg buffs)
- Armor per up to 0.75 (from 0.5625) (elite standard now)

Corruptor:
Auto:
- Reverted dmg buff... to 50 (from 65)(Was increased for raven/dw hp)

DW:
- HP to 550 (from 700)
AutoAttack:
- Range to 7 (from 8)
Barrage:
- Dmg to 20 (from 40) (same as auto now, from 2x)
- CD to 4 (from 10).
(DW will have to stay closer to front more often for same dps, allowing vike and especially cor to counter more)

Overseer:
- Base Cost reduced to 300 (from 475)
Stun:
- Base stun length reduced to 1.5 (from 2.0)
- Elite Ups increase stun length by 0.5(from 0)
(Might need to nerf his base stun a bit more for this cost redux, but want him to be used more in early game)

Raven:
- HP to 550 (from 700)
PDD:
- pdd drone to +0.5 energy per hp up (from 1)
(It got very OP from scaling late game vs projectile mercs)

Viking AA:
AutoAttack:
- Reverted dmg buff... to 8.5 (from 10)(Was increased for raven/dw hp)

Vulture:
AutoAttack:
- Removed delay before shooting.
- Removed light/mechanical tag.
- Breaks ForceFields.
(Sentry need not perma shut down melee anymore)

Hero:

Ults:
(Queen Fungal, HTA Storm, SpecNuke)
- Reduced scaling to 75% because they are shared at 50% from merc/rine now.
- Spec Lashed Buffed (instead of nerfed to +37.5 here) to +60 from +50 because of addition of heroic evasion.
(This was causing especially Queen and HTA dmg to get very very strong)

Heroic Evasion:
- Cost to 750
- Ignores 20% of damage.

Comando:
EMP:
- Stops further leeching (if you hit the fest)

Infestor:
- HP to 750
BaneBomb:
- Cast range to 7.5 (from 8)
- Throw Speed reduced slightly
- Base dmg to 30 (from 35)
Fungal:
- Cast range to 7.5 (from 7)
- Base duration increased to 5 (from 4)
- attack speed redux increased by 3.57% / level (starts at 25%, at max 50%)

Tassadar:
Storm:
- FIXED massive excess dmg it was getting from attack ups
- Base dmg to 77 (from 75)
- Base duration to 2.8 (from 2)
- Leveling tweaked (ends at 1.15 sec for 252 dmg with no ups)
(How Storm DMG works:
- Base is 7 'ticks' of dmg @ 0.4 sec per tick
- Levels add +1 to tic count and +1 dmg/tic and reduce time/tic to 80% of previous
- Base dmg per tic is 11 +1 per level, + 0.5 per hero attack up
- Levels also add +1 to number of dmg 'tics' and reduce time/tic to 80% of previous
This means each attack up is worth +3.5 total dmg at base, but at max it's +7. Leveling increases total dmg by 19, 21, 23... per level and significantly reduces the time it takes to do that dmg - maxed fest does much more dmg in 2/5 of the time)



Marines:
Minors:
- Only require 6 of any upgrades, no longer split with 4 dmg or hp req too.
- First purchase increases cost of 2nd minor by 100
(This is actually a bit of buff to earlyish rine, since minors also give +10% to stim attack rate, and you no longer need so many to get 2)

Stopping Power:
- Reduces Stim move speed bonus by 12.5%
Combat Shields:
- Reduces Stim move speed bonus by 12.5%
Stim Addict:
- Increases Stim move speed bonus by 12.5%
(If you want the best a-move damage and armor scaling from your minors it comes at cost of lower mobility)



Epics:
Unstoppable:
- 35% faster attack (unchanged, here for reference)
Untouchable:
- Reduced to 33% dodge (from 40%) (Essentially is +50% hp vs dmg, from +66%)
- Includes melee dmg now
Blink:
- Increases Heroic Damage by 15% (from 0)
- Evades 40% of Spell Damage (from 0)
(Spell is most cast AOE abilities from elites/heroes. Ex: HSM, Yamato, BaneBombs, Storm etc.)

Mercenary:

Merc Anti-Hero Damage:
- Costs 500
- +20% factor vs heroic

Roach:
Auto Attack:
- Splash fraction to 0.3 (from 0.2)
- Splash radius to 0.5 (from 0.4)

Sharps:
Auto Attack:
- ROF to 0.78 (from 0.75)


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PostPosted: May 3rd, 2015, 9:19 pm 
ModeratorMap DeveloperDonor
[TryHrd] Relic
Map Editor
Relic won a Tournament! User avatar

Joined: March 30th, 2014, 12:06 pm
Posts: 78
Starcraft II Gateway: United States
Elite:

General:
- Various fixes to elite weapon scan ranges (some (like cor) would start moving on their own to chase even though they were far from weapon range).

DWF:
- Increase reap range by 0.75 (from 0.5)
- Increase (grounded) vike range by 1 (from 0.5)

Tags:
- Removed attribute tags on: obs, pdd drone

BC:
Auto:
Same dps, just with faster attack lower dmg armor penn for new lower dmg etc...
Yamato:
- Reverted dmg/splash change...
- Back to 400 +30/up
- splash fractions of 75%, 50%, 25%
Yam damage vs target is same as dub hsm, except it takes way longer for bc to get energy to yam than ravens to dub hsm.

DW:
Barrage:
Fixed CD.

Ghost:
AutoAttack:
-ROF to 1.25 (from 1.3)

Medi-Babe:
- Limit to 2 (from 1)
- Cost to 250 (from 300)
- Base move speed to 6.5 (from 7.5)
- energy max to 25
- Regen/Sec to 1.25 (does not scale)
Cargo Space:
- differentiated on some mercs/rines now:
Can hold 56 capacity:
- Marines, Lings (and ling morphs) size: 1
- Rest of Mercs size: 2
- Elites/Hero size is 8 (except reaps which are 4)
So if your lifting up eiltes/or hero you wont carry many mercs with it.
Heal Aura:
- Regen to 4 (from 5)
- Elite ups increase this by 1, and 1.5
SpeedBoosters:
- Costs 25 energy (takes it 20 sec to regen that energy)
- Lasts 2 Sec
- Speed boosted by 75%
- Dmg Redux 50%
(Did energy cost instead of flat CD so that emp/leech/fb can deny escapes)

Overseer:
Changeling:
- Reduce base aoe radius to 2 (from 2.2)
- Elite ups give +0.1 to radius.
(They are very strong early)
Stun:
- Base duration to 1.25
- +0.5 from UWS, + 0.75 from DWF
(Base ovy has much shorter stun duration, but Dub Elite upped ovy is longer now)

Raven:
- Max energy to 225 (from 235)(Want a bigger window after 1 set of hsm for next to be ready)
AutoTurrets:
- Cost to 50 energy (from 45)

Reaper:
- Hp to 450 (from 425)(This is so it takes 2 attack ups instead of 1 for dub hsm or yam to one shot them)

Viking:
(Flying)AutoAttack:(Reworked Viking auto to be a bit more effective vs new pdd etc, and allow it to shoot, move shoot, instead of just sit firing stream of missiles)
- Removed ROF increase (no more laser beam viking with lots of attack ups sadly).
- ROF to 1.0 (from 0.2 base)
- Fires salvo of 20 missiles at once. (With similar DPS to old vike)
- Gains +1 missile fired in savlo per attack up
- Damage to 4 (+0.1 / up) (from 8.5 +0.2/up)
- Armor Reduction 0.25 (x0.975/up) (Armor reduction is how much dmg 1 armor negates vs this attack. Think of armor penetration then as (1 - Armor reduction).)

Hero:

Col:
- Cost to 750 (leveling costs to 375, 475 etc)
- Energy regen to 1.25 (from 2). (takes 20sec to regen energy to rag again).
- Fixed Armor scaling to +1 (was getting +2) (It's quite surprising that nobody noticed this long standing bug considering how often people go col instead of odin against ground units...)
Rag Beam:
- Buffed base dmg 4x (heroic buff reduced to 25% from 500) (Same exact dps vs hero and scaling)
(Changed so it's not useless vs elites)

Infestor:
- Fix burrowed HP to match unburrowed

Odin:
- Move speed to that of T3. (given back through levels) (no longer starts as fast as base nix)
- No longer immune to VP. (other stuns can deny nuke anyway).

Phoenix:
- cost to be 700, and 375, 475, 575... per level
- Double nix all the way
- Move speed to 6.75 (form 6), per level to +0.2 (ends at 8.15 from 08.1)
- Shield to 1000 (from 800)
- Shield per level to +125 from +75
- Shield per hp up increased
Auto Attack:
- Can target ground
- ROF to 0.34 (from 0.25), -0.02/level (form -0.008)
- DMG to 6 (from 15) + 0.5/level +0.5 from attack ups
- AOE to 0.75 (from 1)
- Range to 5 +0.2 / level
(Shorter range is ok tho, cause like vulture it will be tanky enough to use it)
GravBeam:
- Charge count to 1
- Charges take 11 sec to regen.
- CD removed
- Base lift to 1.5 (from 1.8)
- Max to 3.95 (from 3.9)
(Teched nix lift duration is ~4 sec... So you can chain 2 lifts from dub nix, then have to wait 7 sec for lifts.
This is so it's not just forcing t2 heroes to spend 85% of their time lifted constantly... You've got 2 back to back lifts you can use (which is strong) but if you don't get hero in that time then they should be much more free on the ground instead of constantly in air.)


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