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 [IR] Gari

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Westfield
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PostSubject: [IR] Gari   Mon Nov 12, 2012 12:14 am

Quote :
Quote :
Name: Gari
Alias: Former Member of the Explosion Corps
Role: Support/Disabler

Stats:

Str: 16 [+1.9]
Agi: 15 [+1.5]
Int: 25 [+2.7]

Quote :






Bakuton: Exploding Palm

Effect: Upon activation, all ally units near Gari will get an X bonus to their physical attacks, as well as a slight AS increase by 15%. The effect lasts until the duration expires OR the unit hits the target 4 / 5 / 6 / 7 times.

Level 1 - 20 Magical Damage;
Level 2 - 40 Magical Damage;
Level 3 - 60 Magical Damage;
Level 4 - 80 Magical Damage;

Spell type: Active
Mana cost: 120
Cooldown: 40
Cast range: N/A
AoE: 400
Duration: 4 / 5 / 6 / 7 seconds
Note:
*Apply to creeps as well
Quote :



Bakuton: Jiraiken


Effect: Gari fires off a large sphere of flame creating an explosion dealing damage and stunning all enemy units which were in the aoe. Additionaly after the explosion took place, an average sized flame circle will spawn which will deal damage to anyone who keeps close to it for X seconds.

Level 1 - 80 Damage; 1 sec stun;
Level 2 - 120 Damage; 1.5 sec stun;
Level 3 - 160 Damage; 2 sec stun;
Level 4 - 200 Damage; 2.5 sec stun;

Spell type: AoE Target
Mana cost: 110 / 140 / 170 / 200
Cooldown: 22 / 20 / 18 16
Cast range: 550
AoE: 350
Duration (flame circle): 4.5 seconds
Note:
*Player can control the flame circle
*Flame circle is invulnerable for an entire duration
*Flame circle's attributes:
a)Flame circle deals 10 / 20 / 30 / 40 Magical damage to whoever stands to it in 200 AoE;
b)Flame circle's MS is equal to Gari's MS.

Quote :



Bakuton: Searing Chains


Effect: Upon using the spell on an enemy unit, Gari is able to slow him down by X%, as well as lower magic resistance by X%. If an enemy unit will stay close to the target in 200 AoE range, he will get his MS reduced as well, however MR reduction will be increased;

Level 1 - 15% / 25%;
Level 2 - 25% / 35%;
Level 3 - 35% / 45%;
Level 4 - 45% / 55%;

Spell type: Target/Unit
Mana cost: 80 / 100 / 120 / 140
Cooldown: 20 / 18 / 14 / 12
Cast range: 300
AoE: N/A
Duration: 5 seconds
Note:
Searing chains slow by 50% / 40% / 30% / 10% / 10%, the slow decreasing one step per second.


Quote :


Bakuton: Final Explosion


Effect: Gari will summon a giant explosion meteor which will fall down on the area dealing damage and incapasitating all enemy units in the area. After the explosion took place, a small crater will be developed which will suck in all enemy units right after the explosion in 250 AoE.

Level 1 - 175 Damage;
Level 2 - 300 Damage;
Level 3 - 475 Damage;

Spell type: AoE Target
Mana cost: 200 / 300 / 400
Cooldown: 120 / 100 / 80
Cast range: 350
AoE: 500
Duration: 1.5 / 2 / 2.5 seconds
Note:

Icons:
Spoiler:
 


Last edited by Westfield on Wed Nov 14, 2012 9:00 pm; edited 5 times in total
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Cut Chemist
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 3:25 am

#1. Should work like AA's spell where it expires after X attacks or until the duration ends.

#2. The first part is pretty standard. The 2nd part is iffy. Doesn't seem like to me that the enemies should be able to destroy the flame. I would lower its duration and up the move speed.

#3. Maybe make it so if it is used on a single target it slows them briefly, then if used on a target with another one nearby, working like WR's shackleshot, it slows the two enemies and increases their damage taken by a greater %.

#4. So explosion and then they're sucked in for 1.5 seconds or does the crater occur after 1.5 seconds? Int scaling part is weird.
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hangun
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 8:18 am

gari range?..well thats fucked up... >.< is a fucking fist fighter...and a taijutsu user>.<
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Westfield
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 3:57 pm

1. yeah i've put a limit on physical attacks to 4

2. okay, ive made the fire circle invulnerable and reduced the duration. MS increased as well.

3. skill changed a bit

4. when the enemy units get hit by the meteor they will get incapasitated for 1.5 seconds and pulled in only once, so the actual effect doesnt last that long, but if used at the right time, it may just do the difference


hangun

i was realy tempted to make him a AM carry, but Natsu for some reason prefers to avoid them
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Cut Chemist
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 6:55 pm

Westfield wrote:


4. when the enemy units get hit by the meteor they will get incapacitated for 1.5 seconds and pulled in only once, so the actual effect doesnt last that long, but if used at the right time, it may just do the difference

#2. 300 move speed means that basically anyone with boots will be able to outrun the flames, make it's move speed equal to Gari's.

#3. Don't double the reduction to magic resistance just make it so that on a single target its like 15 / 20 / 25 / 30%, but when you get two targets it is 20 / 30 / 40 / 50%.

#4. So, it hits them and they take damage, then they are incapacitated (stunned?) for 1.5 seconds then pulled into the thing or w/e?


westfield wrote:

hangun

i was realy tempted to make him a AM carry, but Natsu for some reason prefers to avoid them

Probably because the map and suggestions area are rampant with AM heroes.

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hangun
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 7:27 pm

@west gari just isnt something that u can make IR at all...and stop listening to natsu.

@cut well....he can be a IM or SM......my concept of gari gonna be some most likely SM.
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GodScream
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 7:56 pm

Chemist and Natsu have very high opinions on their C&C. Some are good+interesting, some are too "tight".

In the end, The goal is to make a nwu character who :
-is balanced
-has good synergy
-respect some roles
-codeable

Andd...... approved by the map maker : Muzk. We should have more C&C from him since he's doing all the job in this map. After all... he is the one who will make the final call.
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 8:16 pm

hangun wrote:
@west gari just isnt something that u can make IR at all...and stop listening to natsu.

@cut well....he can be a IM or SM......my concept of gari gonna be some most likely SM.

Here is a pure example of how hangun can give a dumb answer and a good one at the same time.

@West

Like hangun said to stick he could had been sm or im, not necesary all have to bee AM, i dont care if he is am if you give other roles to him other than carry.

@hangun

I still love you, but think before giving an answer please.


Back on topic again, next post i will give you C&C
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Cut Chemist
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 9:11 pm

GodScream wrote:

In the end, The goal is to make a nwu character who:

  • Is balanced
  • Has good synergy
  • Has a clear role(s)
  • Codeable
  • Functions well
  • Is fun to play
  • Feels like the actual Naruto character you're basing it off of.
  • Has abilities that fit within the metagame.
  • Has abilities that fit within the current scheme of items.



Fixed.
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GodScream
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PostSubject: Re: [IR] Gari   Mon Nov 12, 2012 11:25 pm

1/ at end, every allies heroes + clones + summons + creeps will be able to deal +320 bonus magical damage for 4 hit AND FOR EACH guy i quoted?
I like the effect but it can be easily op

2/ I generaly dont like using magic resistance with such a high % + a long duration since it's overcheat when you combo it with other heroes alies spells + stuns + hold + karity touch mostly.

3/ Up the MS of the circle to 280/330/380/430

4/250AOE, that's small...
About int as damage, you wanna only rely on the items int bonus? When I usually give spell with STATS related, I create another spell next to it which add spell in order to give more synergy (like for my final Dei version who has mini explosion with INT related% damage and his ulti giving him +XXX int for each explosion)


About Chemist fixed, thx for translating what i had in my mind Smile
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Westfield
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PostSubject: Re: [IR] Gari   Tue Nov 13, 2012 2:33 pm

Cut

2: changed MS;

3: re scaled MR

4: as soon as they are hit by the meteor, they will get sucked in and slowed down for 1.5 seconds (50% MS) which isnt gonna stack with the 3rd spell.



God

1)well the mana cost and cooldowns are relatevely high and if you evade the creeps its not gonna be much of a problem

2) MR reduction is a single target disable spell, and there is no guarante it will hit a lot of units in some cases, plus its lower than Mizukage's first

3) as ive said earlier ive made it equal to gari's MS

4) i know what you mean, i was actually thinking about whether to give it an Int bonus or a bonus which would have something to do with mana pool in order to amplify the damage so to say, natsu made a suggestion earlier where one of the skills included the bonus damage from mana pool or something like that, so in this case i use pretty much the same design

ps: ive also rescaled the Int damage bonus
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Cut Chemist
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PostSubject: Re: [IR] Gari   Tue Nov 13, 2012 7:27 pm

#1. Make the attacks scale akin to 4 / 5 / 6 / 7.

#4. Still don't know why Int is being added to the spell, with the amount of magic damage you're able to dish, you would think the hero wouldn't need a carry component to the spell.
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Westfield
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PostSubject: Re: [IR] Gari   Tue Nov 13, 2012 10:27 pm

What do you think about adding a bonus mana pool to the damage value?

ps rescaled the attacks
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Cut Chemist
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PostSubject: Re: [IR] Gari   Wed Nov 14, 2012 12:14 am

Westfield wrote:
What do you think about adding a bonus mana pool to the damage value?

ps rescaled the attacks

Why does he need to deal bonus damage in a scaling manner?
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Westfield
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PostSubject: Re: [IR] Gari   Wed Nov 14, 2012 1:27 pm

i thought just adding a normal damage value would be a bit boring, so he could benefit from the mp or Int or w/e, to broaden the output of his spells
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Cut Chemist
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PostSubject: Re: [IR] Gari   Wed Nov 14, 2012 4:58 pm

Westfield wrote:
i thought just adding a normal damage value would be a bit boring, so he could benefit from the mp or Int or w/e, to broaden the output of his spells

Don't add damage because it is "boring." The type of damage you're adding is scaling damage, which adds a carry component to a hero that is fairly strong in the early to mid game; in the late game his spell-set will melt out of position heroes. If anything, you might want to set the damage to 175/ 300 / 425 and scale the incapacitation to be like 1.5 / 2.0 / 2.5 seconds.
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Westfield
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PostSubject: Re: [IR] Gari   Wed Nov 14, 2012 9:00 pm

Done
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PostSubject: Re: [IR] Gari   Fri Dec 07, 2012 9:01 am

Ok about this guys would be really nice to have him as melee SM AR or IM
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Westfield
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PostSubject: Re: [IR] Gari   Fri Dec 07, 2012 2:48 pm

What role do you want him to take?
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