LORD-ORION LORD-ORION

[MOD] LOP QoT

[MOD] LOP QoT

Ptarth and I have created a mod for QoT.

After an exchange of around 100 private messages debating QoT and a dozen test versions, this is ready for you to try. Although we don't agree on everything and have each made compromises for our respective visions of QoT, we both have a good feel for this build. We are satisfied you will enjoy it and find it fair in gameplay. If you are hesitant, you should download it to simply see the level 10 shield effect. I know I did recast it several times when I first saw it, mesmerized. Ptarth is awesome 'nuff said. :)

Please share your opinions and gameplay experiencs using this mod.

Thanks,
LORD-ORION & Ptarth


Message from Ptarth:

Wiki Started

http://code.google.com/p/uberfix/wiki/LOPQoT

Each ability should have its own page where changes are discussed. I haven't created individual pages yet. There should also be base stats for all demigods for all levels and all abilities. Some build power cutoffs should also be calculated to create baselines. If anyone else wants to do these things or other things, that would be great. Also, I'm not sure who it gives write access to. If someone could check that, that would also be great.


Latest Version

Link to LOPQoT v8

Change List

Mulch

  • AutoMulching Implemented.
  • Automatically destroys the oldest shambler.
  • AOE Damage is divided evenly between all shamblers.
  • Units near all shamblers will take listed damage.
  • Other units will take damage proportional to the number of shamblers they are near.
  • A better tooltip is needed. Suggestions welcome.
  • Explosion timer reduced to 0.5 seconds from 2 seconds.

Entourage

  • + 10 Shambler weapon damage per level
  • +100 Shambler Armor per level
  • +165 Shambler Health per level

Tribute

  • +10 Gold production from +4. 

Bramble Shield

  • Absorb: 700,950,1200,1450
  • Cost: 400,560,720,880
  • Efficiency: 1.75 1.70 1.67 1.64
  •  When QoT casts Bramble Shield IV on herself she becomesimmune to debuffs for 3 seconds. Current Active debuffs are unaffected.

Ground Spikes

  • Returned to original form

 

Goddess of Thorns

  • The 15% damage reduction and 35 damage retaliation becomes a passive ability active only for the QoT at all times.

Compost

  • Shambler/QoT Weapon Damage 6/12/18/36/54
  • Shambler/QoT MaxHealth Increase 60/120/180/240/300


Spike Wave

  • Spike wave is now an interrupt

Uproot

  • Total damage increased to 750/1250/1750/2250
  • QoT attack Range Increase Removed
  • QoT Weapon Damage Increased by 15/30/45/60
  • Uproot can heal towers.

Violent Siege

  • Damage is 225 per tick at 15 yards radius.
  • This damage is mitigated by armor

 

Previous Versions

LOPQoT

Change List

Mulch
Explosion timer reduced to 0,5 seconds from 2 seconds.

Entourage
+ 10 damage per level

Tribute
+10 Gold production from +4.

Bramble Shield III
Removes debuff on cast

Bramble Shield IV
When you cast this on yourself, you are immune to debuffs for 3 seconds. (with an awesome effect)

Ground Spikes
Armor reduction is removed in exchange for % damage increase.

Damage % is +10/+15/+20/+25

Goddess of Thorns
The 15% damage reduction and 35 damage retaliation becomes a permanent aura

Compost
Minions +12 damage per level
QoT +12 damage per level
QoT + 125 life per level

Spike Wave
Spike wave is now an interrupt

Uproot
Total damage over 10 ticks is now
750/1250/1750/2250

QoT attack Range
+1/+1/+1//+2 yards

QoT Damage
+15/30/45/60

Uproot can heal towers.

Violent Siege
Damage is 225 per tick at 15 yards radius.
This damage is mitigated by armor

138,416 views 51 replies
Reply #51 Top

Oh, I think I missed the obvious difference between DamageBonus/Rating.  This is the function in Weapon.lua that determines final damage done, or at least just before it's modified by DamageRange for randomness:

 

Code: c++
  1. GetBaseDamage = function(self)
  2.     local bp = self:GetBlueprint()
  3.     local damage = (self.unit.Sync.DamageRating + (bp.Damage or 0)) * (self.DamageBonus or 1)
  4.     return damage
  5. end,

So if you give a tower a DamageRating Mult of 5, its damage is ((0 * 5) + (blueprint damage)) * 1.  Or in other words, nothing will happen, because it has no base DamageRating.  Whereas demigods have no blueprint base damage, and do 100% of their weapon damage as DamageRating.

So for units that have most of their damage as blueprint-damage, like minions, creeps, etc, you have to use DamageBonus to multiply it.  A minion might gain some +damagerating from items, Morale, other skills, etc so a DamageRating.Mult would still do something, it just wouldn't mult that minion's entire damage, by any means, where DamageBonus will.