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 [SM] Toroi by Westfield

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Westfield
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PostSubject: [SM] Toroi by Westfield   Fri Nov 16, 2012 3:33 pm

Quote :
Quote :
Name: Toroi
Alias: Magnet Release User
Attack type: Melee
Role: Ganker/Semi-Carry

Stats:

Str: 23 [+2.6]
Agi: 20 [+1.8]
Int: 17 [+1.6]






Quote :


Magnet Release: Magnet Shuriken

Effect: Upon using the spell on the ground, Toroi will throw 2 giant shurikens into a distance which will intersect and return to him dealing damage along the way and slow down MS by X%.

Visual: Think about Beastmaster's First skill with axes

Level 1 - 100 Damage; 15% MS;
Level 2 - 140 Damage; 20% MS;
Level 3 - 180 Damage; 25% MS;
Level 4 - 220 Damage; 30% MS;

Spell type: Target/Ground
Mana cost: 130
Cooldown: 16
Cast range: 600 / 800 / 1000 / 1200
AoE: 150
Duration: 1.5 / 2.5 / 3.5 / 4.5 seconds
Note:
*Shurikens will slow down units both when they are released into the distance, as well as when they are flying back to Toroi.
*Damage type: Pure

Quote :


Magnet Release Amplification

Effect: Toroi creates a magnetic void in the area which amplifies physical damage taken by X% for all enemy units in the area. If Toroi will manage to catch at least 1 enemy hero by this spell, he will get a bonus X% to his AS for the total duration of this spell.

Visual: Toroi will spawn a purple or dark green wave which will emit for 1.5 seconds or something

Level 1 - 15% Amplification; 20% AS;
Level 2 - 20% Amplification; 25% AS;
Level 3 - 25% Amplification; 30% AS;
Level 4 - 30% Amplification; 35% AS;

Spell type: AoE Target
Mana cost: 100 / 120 / 140 / 160
Cooldown: 25 / 20 / 15 / 10 seconds
Cast range: 450
AoE: 550
Duration: 3 / 4 / 5 / 6 seconds
Note:


Quote :


Weapon Magnetization

Effect: Upon activation, with each attack Toroi will be able to stun the target for 0.35 seconds and deal X bonus pure damage.

Visual: His weapons are gonna start glowing purple or dark green-like...

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

Spell type: Active
Mana cost: 70
Cooldown: 12 / 10 / 8 / 8
Cast range: N/A
AoE: N/A
Duration: 6 seconds
Note:
*Stun applies even through magic immmunity

Quote :


Sealing Technique: Polarity Weapons

Effect: Toroi will spawn a sealing contract logo on the ground which emit little magnetic waves. All enemy units in the area are being slowly pushed in towards it. All enemy units will suffer 45 Damage/sec during the process.

Level 1 - 400 AoE;
Level 2 - 600 AoE;
Level 3 - 800 AoE;

Spell type: AoE Target
Mana cost: 180 / 250 / 320
Cooldown: 120 / 110 / 100
Cast range: 350
AoE: 400 / 600 / 800
Duration: 3 / 4 / 5 seconds
Note:
*Units which are caught into the magnetic field will be unable to get away from the link unless they use a teleportation skill obviously.
*While units are being sucked inside, they cant move, however they are able to use spells. If they use an interrupting kind of spell (e.g teleportatio or magic immunity item or skill, this spell will stop pulling them as the link will be disrupted)

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Spoiler:
 

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Cut Chemist
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PostSubject: Re: [SM] Toroi by Westfield   Fri Nov 16, 2012 6:16 pm

The hero had a chance to be an interesting ganker that supports his team, but you went for a semi-carry route.

#1. Why pure damage?

#2. Meh.

#3. Scale duration. Why pure damage if your 2nd spell amplifies physical damage?

#4. Change "pushed" to "pulled." Also, no need to make the AoE giant, just make it a static 600 or something.
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PostSubject: Re: [SM] Toroi by Westfield   Fri Nov 16, 2012 11:27 pm

1) Please correct me on this if im wrong, but i always thought that if its the physical decrease buff which is on the enemy unit, then it is the pure damage which has to be used in conjuction with this specific buff, as if it was a magical resistance debuff, you would normally put a magical attack...something like that...

2) there arent a lot of skills which boost up the damage on units, i took the initial idea from Shadow Demon's second spell

3) changed to magical

4) changed

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PostSubject: Re: [SM] Toroi by Westfield   Sat Nov 17, 2012 1:13 am

Westfield wrote:
1) Please correct me on this if im wrong, but i always thought that if its the physical decrease buff which is on the enemy unit, then it is the pure damage which has to be used in conjuction with this specific buff, as if it was a magical resistance debuff, you would normally put a magical attack...something like that...

2) there arent a lot of skills which boost up the damage on units, i took the initial idea from Shadow Demon's second spell

3) changed to magical

4) changed


#1. Muzk would probably know.

#2. I said meh because the skill could've been more support oriented.
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PostSubject: Re: [SM] Toroi by Westfield   Sat Nov 17, 2012 2:14 am

Depends,

1) generic buffs (this unit will take more % damage from X damage type)
%damage = (100-%Damage Reduction)*(100+%Damage Amplification)/100

2) A unit with dealt extra damage with a specific spell:
%damage = (100-%Damage Reduction)*(100 + %extra)/100


They are practically the same but internally works in diferent ways:
1) extra damage = pure damage type based in the incoming damage AFTER after initial reduction filters.
2) extra damage = X damage type based in the incoming damage BEFORE initial reduction filters.

It doesn't matter, 1) and 2) has the same results.
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PostSubject: Re: [SM] Toroi by Westfield   Sat Nov 17, 2012 12:23 pm

this fuking anoying... when will we start add heros and not suggest....

1)'
2)
3) ....

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PostSubject: Re: [SM] Toroi by Westfield   Thu Nov 22, 2012 12:27 am

Spec you know that Muzk have life dont you, he cant spend time to code the heros, if he is close to his final exams.
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PostSubject: Re: [SM] Toroi by Westfield   Thu Nov 22, 2012 1:15 pm

true :/

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