• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

New Class: Shaman

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Making the main post change now...

Skill Lineup (rough)

Totems:
  • Totem Recall
  • Shock Totem
  • Primal Totem
  • Healing Totem
  • Force Totem
  • Engulfing totem
  • Firestrike Totem

Melee:
  • Shocking Strike: Deals extra physical damage based on your INT and interrupts warm-ups/silences
  • EarthenFury: Deals extra physical damage based on your INT and slows the target
Heals:
  • Cleanse Spirit:Heals and removes all debuffs from your target
  • HealingSurge/: HOT, mana regen, and stamina regen.
Spells:
  • LightingSpark: Direct damage (until we can get a proper chain lightning working)
  • Wind Gale: Low damage, wide projectile (Like DragonBreath) that knocks back targets.
Looks perfect imo. Has everything we wanted
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Might as well say what it does atm:
* Targetted skill
* Launches snowball at target
* Snowball hits**, lightning strikes it, and snowball launches toward new random target in range
* Configurable max target hit, initial range, and range between targets
* Snowball gives off one of Kain's fancy new Effects. Looks nice.
* Because of how the logic works, the snowball will retarget if it hits, say, a wall. This also allows it to go *through* walls. However, without that, it would only ever hit one target. (TL;DR it goes through walls)
* It will only ever hit a target once
* The snowball can be intercepted and hit a creature that isn't the intended target. It becomes the target and it continues on finding a new one (if you can't hit it, it just retargets)

** Because of bugs with homing and multiple entities in the same spot, it counts as an instant hit if the snowball is within 1 block of the target when it runs its logic loop.
 
Last edited:

LightningCape

Holy Shit!
Joined
Sep 4, 2012
Location
Republic City, Earth Kingdom
Might as well say what it does atm:
* Targetted skill
* Launches snowball at target
* Snowball hits**, lightning strikes it, and snowball launches toward new random target in range
* Configurable max target hit, initial range, and range between targets
* Snowball gives off one of Kain's fancy new Effects. Looks nice.
* Because of how the logic works, the snowball will retarget if it hits, say, a wall. This also allows it to go *through* walls. However, without that, it would only ever hit one target. (TL;DR it goes through walls)

** Because of bugs with homing and multiple entities in the same spot, it counts as a hit when it's ~1.7-2 blocks away, or on hit. Whichever it sees first.
sounds great
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Updated logic. Starting to think that unless the other coders say my code sucks that badly, this might be usable.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Got it working. Unless there's bugs I don't see or the other coders tell me it sucks that badly, it's usable.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Slight change to Engulfing, applies slowness to players as well. AGI reduction isn't that slowing.
Skills have new effects. Because reasons.
Also got a ShockingStrike and EarthernFury.

ShockingStrike:
  • Needs axe to use
  • Deals PHYSICAL damage based on INT
  • Interrupts
  • Probably mid damage
EarthernFury:
  • Needs axe to use
  • Deals PHYSICAL damage based on INT
  • Reduces AGI and slows
  • AGI/Slow do not currently scale.
  • Probably low dmg
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Got a WindGale working:
  • Projects as DragonsBreath does with a different effect
  • On hitting a target, applies ForcePush pushing to the target
  • Dmg and push scale on Intellect
  • Low dmg, as defined by Kain
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
CleanseSpirit is working:
  • Heal works just as any heal. Specifically SacredTouch
  • No effect besides the heal hearts. I'd rather not have one.
  • Scales off Wisdom, naturally
  • Removes an amount (default 1) of non movement-impeding effects. Want a dispel in it but don't want Shaman countering itself.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
And last skill HealingSurge is working:
  • HOT that adds a percent of target's total Mana and Stamina each tick
  • Because of how logic works, might have full health checks. I can't stop them
  • Heal scales on Wisdom, Mana/Stamina scale on INT (Wisdom is the norm for mana regen, so seems strange that Shaman would have essentually more potent WIS values if it scaled off WIS)
  • Because of how logic works, it heals a percent of mana/stamina each tick. So while it might say 5% total or something, it's actually 1% then 1% then 1% and so on. The total value is different.
  • The Mana/Stamina regen is also hit by self heal nerf. Looks like ~70%. Account for it accordingly.
Now we need numbers. I'll add attributes to Totem effects later, more than likely INT and WIS. I'll post the changes when I make them.
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
I'm now going to list just about ALL of the numbers. I can't expect Balance to set these all, but I think you'll know which are relevant.
@Kainzo I suggest taking a good look at this, bunch of these will probably be for you

All totem skills (Can be set individually per totem, but they all use these):
  • Range (of effects), scales per level for progression while not allowing too much range
  • Duration of totem, scales per wisdom. There wasn't enough Wisdom use, so a low scale of this seemed appropriate.
  • Initial countdown to fire, in terms of totem fire ticks. No scaling.
  • Countdown to subsequent fires, in terms of totem fire ticks. No scaling.
  • FireOnNaturalRemove, if set as true the totem will fire on removal by timeout. TotemRecall, logout, death, etc. do not count.
  • Cooldown the totem applies. This cooldown will prevent summoning *any* other totems.
  • Cooldown/Mana use/etc. of normal skills. You know how these work.
  • Effect apply/expire text as relevant. Technically per totem but I don't want to list each instance.
EngulfingTotem:
  • Amount of AGI to reduce, no scaling.
  • Level of Slowness to induce, no scaling.
  • Duration of effect, no scaling.
FirestrikeTotem:
  • Damage, scales on int
  • Fire ticks, no scaling
  • Fireball velocity, no scaling and doesn't need edits.
ForceTotem:
  • Damage, scales on int (yes, it can both be 0, but the code is there for damage)
  • Launch, scales on wis
  • Disorienation (nausea) effect level/duration, no scaling
HealingTotem:
  • Healing, scales on wis
PrimalTotem:
  • Str increase, scales (slowly) on wis
  • Effect duration
ShockTotem:
  • Damage, scales on int
-----Now for the "normal" skills-----

All skills:
  • Max distance between caster and target. Can scale on any attribute because it's built into Heroes, I recommend WIS or INT.
  • Note that WindGale, being AOE, uses this as the distance of the effect
  • Effect apply/expire text as relevant. Technically per totem but I don't want to list each instance.
ShockingStrike:
  • (Physical) damage, scales on int
  • Valid weapons, fixed as axes.
EarthernFury:
  • (Physical) damage, scales on int
  • Amount of AGI to reduce, no scaling
  • Level of Slowness to induce, no scaling
  • Effect duration
  • Valid weapons, fixed as axes
CleanseSpirit;
  • Healing, scales on wis
  • Amount of negative (non-movement impeding) effects to remove, no scaling
HealingSurge:
  • Duration of effect
  • How long between ticks of effect
  • Healing per tick, scales on wis
  • Mana/Stamina % recovery per tick, scales on int
ChainLightning:
  • Damage, scales on int
  • Radius between targets, scales on wis
  • Max targets, scales on level (use math to determine scale based on initial/final target count)
  • Velocity of effect, no need to change.
WindGale:
  • Damage, scales on int
  • Pushback upward, scales on wis
  • Puchback backward, scales on wis
  • Delay between hit and push, no scaling
  • Delay between wave travel, no scaling
 
Last edited:

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
I'm now going to list just about ALL of the numbers. I can't expect Balance to set these all, but I think you'll know which are relevant.
@Kainzo I suggest taking a good look at this, bunch of these will probably be for you

All totem skills (Can be set individually per totem, but they all use these):
  • Range (of effects), scales per level for progression while not allowing too much range
  • Duration of totem, scales per wisdom. There wasn't enough Wisdom use, so a low scale of this seemed appropriate.
  • Initial countdown to fire, in terms of totem fire ticks. No scaling.
  • Countdown to subsequent fires, in terms of totem fire ticks. No scaling.
  • Cooldown the totem applies. This cooldown will prevent summoning *any* other totems.
  • Cooldown/Mana use/etc. of normal skills. You know how these work.
  • Effect apply/expire text as relevant. Technically per totem but I don't want to list each instance.
EngulfingTotem:
  • Amount of AGI to reduce, no scaling.
  • Level of Slowness to induce, no scaling.
  • Duration of effect, no scaling.
FirestrikeTotem:
  • Damage, scales on int
  • Fire ticks, no scaling
  • Fireball velocity, no scaling and doesn't need edits.
ForceTotem:
  • Damage, scales on int (yes, it can both be 0, but the code is there for damage)
  • Launch, scales on wis
  • Disorienation (nausea) effect level/duration, no scaling
HealingTotem:
  • Healing, scales on wis
PrimalTotem:
  • Str increase, scales (slowly) on wis
  • Effect duration
ShockTotem:
  • Damage, scales on int
-----Now for the "normal" skills-----

All skills:
  • Max distance between caster and target. Can scale on any attribute because it's built into Heroes, I recommend WIS or INT.
  • Note that WindGale, being AOE, uses this as the distance of the effect
  • Effect apply/expire text as relevant. Technically per totem but I don't want to list each instance.
ShockingStrike:
  • (Physical) damage, scales on int
  • Valid weapons, fixed as axes.
EarthernFury:
  • (Physical) damage, scales on int
  • Amount of AGI to reduce, no scaling
  • Level of Slowness to induce, no scaling
  • Effect duration
  • Valid weapons, fixed as axes
CleanseSpirit;
  • Healing, scales on wis
  • Amount of negative (non-movement impeding) effects to remove, no scaling
HealingSurge:
  • Duration of effect
  • How long between ticks of effect
  • Healing per tick, scales on wis
  • Mana/Stamina % recovery per tick, scales on int
ChainLightning:
  • Damage, scales on int
  • Radius between targets, scales on wis
  • Max targets, scales on level (use math to determine scale based on initial/final target count)
  • Velocity of effect, no need to change.
WindGale:
  • Damage, scales on int
  • Pushback upward, scales on wis
  • Puchback backward, scales on wis
  • Delay between hit and push, no scaling
  • Delay between wave travel, no scaling
good so far, we have the release for Friday. This does not mean that our job for balance is done - we'll get more testing done and better community feedback so we can adjust more.

Lets plan a scheduled testing of 5-6 people soon, before Friday
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Adding a last hurrah feature I thought of. Config setting is updated above.
All Totems:
  • FireOnNaturalRemove, if set as true the totem will fire on removal by timeout. TotemRecall, logout, death, etc. do not count.
Remember this is set per totem. Some this makes more sense for than others.
Since the game of TotemRecall is that if you let it end you're out all the mana, this is a double edged sword. It gives you a reason to let the totem run out, but you could also consider it compensation for if you are too late. Balance-wise, take it as you will.

Also changed timing for flexibility. Timer was running at 20 ticks per totem fire tick (1 second), brought it down to 1 tick (20 per second). We'll see if we can handle it (we probably can, considering the discussions that happened when this started).
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
Did more mass logic change. Turns out that the code was broken after the Patters edit and it wasn't discovered until testing started.
I recoded the logic, but the following config changed.
  • Cooldown is no longer. Have to rely on Totem Skill cooldowns.
  • initialCountdown is no longer. All Totems fire immediately on place. Extremely immediately.
  • Countdown is no longer. Was replaced with Period which is in milliseconds. Still determines time between subsequent fires.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Because TIMEZONES:

Totem Recall:
  • CD: 10 Seconds
(For now lets keep the default range and range per lvl scaling)
Shock Totem:
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Duration: 10 + 0.5
  • Tick Rate: Every 2 Seconds
  • Damage: 25
  • Scaling: 0.35
Primal Totem:
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Totem Duration: 12 + 0.5 Per LVL
  • Buff Duration: 5
  • Tick Rate: Every 3 Seconds
  • Strength: 25
  • Scaling: 0.25
Healing Totem:
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Duration: 8 + 0.5 per LVL
  • Tick Rate: Every 2 Seconds
  • Heal: 15
  • Scaling: 0.5
Force Totem:
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Duration: 8 + 0.5 per LVL
  • Tick Rate: Every 4 Seconds
  • Damage: None
  • Scaling: None
  • Launch: Keep the base the same
  • Scaling: IDK how the numbers work, but how about 50% higher at 30 WIS
  • Nausea Duration: 3 seconds
Engulfing totem
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Duration: 10 + 0.5 per LVL
  • Tick Rate: Every 3 Seconds
  • Slow: III
  • Slow Duration: 3 Seconds
  • Agility Decrease: 20
  • Duration: 3 Seconds
Firestrike Totem:
  • CD: For now lets make it universal of 20-25
  • Mana: 200 (For testing purposes this should be standardized)
  • Duration: 12 + 0.5
  • Tick Rate: Every 3 Seconds
  • Damage: 35 + 50 Fire over 5 seconds
  • Scaling: 0.25
Earthern Fury:
  • CD: 10 Seconds
  • Mana: 100
  • Slow: II
  • Slow Duration: 3
  • Agility Decrease: 20
  • Agility Duration: 3
  • Damage: 35
  • Scaling: 1.25
Shocking Strike:
  • CD: 10
  • Mana: 125
  • Damage: 50
  • Scaling: 1.5
Cleanse Spirit:
  • CD: 20
  • Mana: 200
  • Heal: 150
  • Scaling: 2.5
  • Debuffs Removed: 1
  • Warm-Up: 2.0 Seconds
Healing Surge:
  • CD: 30
  • Mana: 250
  • Duration: 20
  • Tick Rate: 2 Seconds
  • Heal: 10
  • Scaling: 0.25
  • Mana/Stamina: 2%
  • Scaling: 0.03%
  • Warm Up: 2.5 Seconds
Wind Gale:
  • CD: 15 Seconds
  • Damage: 50
  • Scaling: 1.25
  • Warm Up: 1 Second
  • Knockback: can be set to 1% increase per wis
Chain Lightning:
  • CD: 25 Seconds
  • Mana: 150
  • Damage: 120
  • Scaling: 2.00
  • Max target: 2 + 0.05 Per level
  • Warm Up: 1.5 Seconds
 
Last edited:

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
@malikdanab
Assuming scaling followed by just a number is per unit.
Also, duration scaling explicitly per level for some towns will require a minor code change to scale duration on whatever stat I said *and* level. Not that we can't just use one and leave the other at 0, but still.
Also^2, WindGale doesn't scale by percent, just amount in each direction. If you mean 1% of base, then that's fine except for that you have no base specified.
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
@malikdanab
Assuming scaling followed by just a number is per unit.
Also, duration scaling explicitly per level for some towns will require a minor code change to scale duration on whatever stat I said *and* level. Not that we can't just use one and leave the other at 0, but still.
Also^2, WindGale doesn't scale by percent, just amount in each direction. If you mean 1% of base, then that's fine except for that you have no base specified.
All scaling are for their respective stat.
What is the base ATM? Maybe something like 6 blocks + 0.1 per WIS
 

0xNaomi

Legacy Supporter 6
Retired Staff
Joined
Feb 22, 2013
@malikdanab
I would need to research heal amounts to comment on them, but I think HealingSurge's mana heal is ridiculous for its cost.
You spend 250 mana to cast it. Even at 30 int you get 2.9% per tick. If you have 1000 mana, that's 29 which x10 is 290.
But wait, you also have to deal with only getting 70% of THAT per tick.
With that in play, you only get 203 mana on a self cast. Not even enough to reuse the skill.
 
Top