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Re: Satyr Saturday Replays Week 71 and up
Posted: Thu Apr 15, 2010 6:29 am
by Mucky
ok so
- Hex is nerfed for real this time.
- Inferno/Phoenix was nerfed.
- [li]Inferno went back to summoning one unit at a time, however, it has a cooldown of 60 seconds and Infernals last 180 seconds.
- Phoenix also went back to a single unit. However, Phoenix dispels old summons upon recasting, so this required a different approach. Each level of Phoenix adds 100 speed (up to 520), 900 health (up to 3600), the damage values are 66-80, 83-121, 100-175 (they are slightly nerfed from what they were before), and Phoenix Fire increases in damage.
[/li]
- Blizzard and Rain of Fire were nerfed to do only 25% damage to buildings (both spells scaled up to 50%).
- Reworked numbers for Fan of Knives, Forked Lightning, and Chain Lightning.
- Reduced mana cost on Frost Nova.
Re: Satyr Saturday Replays Week 71 and up
Posted: Wed Apr 21, 2010 9:55 pm
by Ricky_Honejasi
Re: Satyr Saturday Replays Week 71 and up
Posted: Sat Apr 24, 2010 8:42 pm
by Mucky
- Mana Burn is replaced with Diffusion Flare, a shockwave-like spell that mana burns dudes. If you've played CFA, you're probably familiar with it.
- Soul Burn is replaced with Fire Nova. It's basically Frost Nova that silences in an area in addition to slow.
- To accomodate the addition of spells, I've jacked up the values in the hero ability arrays. I didn't increase the loop bounds in Learn Ability by much, since I don't want to have too many needless function calls. I'm thinking of rewriting the Learn/Unlearn system entirely; the current system is a mess, and every time I look at it I want to vomit.
- Rewrote Shockwave so that it doesn't create terrain deformation. Apparently, Blizzard introduced a bug in 1.24 where all spells with deformation (Shockwave, Thunderclap, War Stomp) cause a permanent performance loss.
- For that matter, I'm in the process of rewriting many spells so that I can have a nifty damage system going which will let me have more control over how spell damage works.
- If anyone wants to suggest a spell for me, now is the best time. Then again, the SC2 editor just came out, so maybe this is the worst time.
- balls
EDIT: Attached the map for Ricky to host because I'm working tonight.
Re: Satyr Saturday Replays Week 71 and up
Posted: Sun Apr 25, 2010 2:59 pm
by IskatuMesk
Mucky wrote:
Apparently, Blizzard introduced a bug in 1.24 where all spells with deformation (Shockwave, Thunderclap, War Stomp) cause a permanent performance loss.[/li][/list]
Are you serious? That'd mean they broke how the game generates the terrain mesh on the fly (Remember how LoL's complex terrain caused massive lag from any terrain deformation spell because the game recalculated the entire mesh)? For it to cause PERMANENT loss is something of a colossal fail considering I doubt they ever directly touched that code.
Re: Satyr Saturday Replays Week 71 and up
Posted: Mon Apr 26, 2010 9:20 pm
by Ricky_Honejasi
Week 261 is now up :
http://files.campaigncreations.org/wc/satyrsaturday/Replays.html
By the way, it's also Satyr Sjunday's 5th anniversary (as in merging SS and SSJ lengths in one) !
Re: Satyr Saturday Replays Week 71 and up
Posted: Sun May 02, 2010 10:58 pm
by Ricky_Honejasi
Week 262 is now up. It includes the replays (Games 1 to 3) of the SSJ contest on 2th May.
http://files.campaigncreations.org/wc/satyrsaturday/Replays.html
Re: Satyr Saturday Replays Week 71 and up
Posted: Mon May 03, 2010 4:56 am
by Theia_Loki
Happen to have a replay of a melee game (one of two) that I played this morning since losing last night to Kem.
I'd say I did much better than before. Then again, the other guy left when I managed to rape most of his army at his main.
Re: Satyr Saturday Replays Week 71 and up
Posted: Mon May 03, 2010 8:34 am
by Ricky_Honejasi
Theia_Loki wrote:
Happen to have a replay of a melee game (one of two) that I played this morning since losing last night to Kem.
I'd say I did much better than before. Then again, the other guy left when I managed to rape most of his army at his main.
Alright, ill include in the next week's batch of replays as an extra.
Re: Satyr Saturday Replays Week 71 and up
Posted: Wed May 12, 2010 11:24 am
by Ricky_Honejasi
Re: Satyr Saturday Replays Week 71 and up
Posted: Sun May 23, 2010 8:49 am
by Mucky
- Blink is now a special skill. It has 2000 range, 10 second cooldown and costs 100 mana. The item version also has 2000 range, but costs 200 mana and has a 20 second cooldown. The item itself costs 3000 gold.
- Critical Strike has been changed. Basically, the first level starts at 10% chance to do 2.5 times damage, and the final level is a 30% chance to do 4 times damage. It's twice the % chance for half the damage multiplier. Also, it now has the "Never Miss" property, which means it penetrates evasion. Whether or not this will pan out to be a nerf I'll have to see.
- Drunken Brawler was also changed. The first level starts at 5% chance to do 2 times damage and 5% chance to evade. It scales up to 25% chance to do 2 times damage and 50% chance to evade. It does not have "Never Miss".
- Evasion now scales to 90%, up from 80%.
- Bash durations no longer scale, it's 1 second for heroes and 2 seconds for units.
- Demolish, in addition to do giving a 250% bonus on buildings, now gives a 125% bonus on non-hero units.
- Cooldown for Storm, Earth, And Fire increased by 40 seconds at all levels.
- Chemical Rage nerfed a bit. Scales up to 100% attack speed, 50% move speed, and 30 seconds duration, decreased from 110% attack speed, 56% move speed, and 33 seconds duration.
- Buffed Fire Nova a bit. Attack speed reduction scales up to 70% (movement speed stays at 40% reduction for all levels), and initial mana cost went down by 25. The burst damage now affects everyone in the area, and the graphic should accurately reflect that.
- WeaponBreak is now an instant AOE like Thunderclap. It casts a 100% miss Curse on everything around you. Lasts 10 seconds on heroes with a 20 second cooldown. Oh, and it's called Disarm now, because WeaponBreak is a dumb name.
- Adjusted some hero stats (if it isn't listed, it wasn't changed)
- [li]Sylvanas (both versions, AGI):
[/li]
- Rohkan (AGI):
- [li]Agility: 20 + 1.5 -> 20 + 2.0
- Strength: 15 + 2.0 -> 15 + 1.5
- Damage: 2-12 -> 2-20
[/li]
- Akama (INT):
- [li]Agility: 25 + 1.2 -> 15 + 1.2
- Intelligence: 15 + 2.8 -> 20 + 2.8
- Strength: 15 + 2.0 -> 20 + 2.0
- Speed: 270 -> 300
[/li]
- Grom Hellscream (green version, AGI):
- [li]Agility: 20 + 1.5 -> 20 + 1.75
- Intelligence: 15 + 2.25 -> 15 + 2.0
- Damage: 2-8 -> 2-20
[/li]
- Grom Hellscream (red version, AGI):
- [li]Agility: 25 + 1.5 -> 25 + 1.75
- Intelligence: 15 + 2.25 -> 15 + 2.0
- Damage: 2-8 -> 2-20
[/li]
- Gul'dan (STR):
- [li]Damage: 2-14 -> 2-8
- Range: 600 -> 500
[/li]
- Illidan (both versions, AGI):
- [li]Agility: 19 + 1.3 -> 19 + 1.75
- Intelligence: 15 + 2.25 -> 15 + 2.0
- Strength: 21 + 2.5 -> 21 + 2.25
- Damage: 2-12 -> 2-20
- Speed: 290 -> 300 (SURPRISE, the demon hunter was actually slower than most heroes)
[/li]
- Malfurion (without stag, INT):
- [li]Intelligence: 15 + 2.7 -> 20 + 2.7
- Strength: 25 + 1.8 -> 20 + 1.8
[/li]
[/li]
- Changed Passive Buster hotkey to X. (yeah, that just bothered me. There's other skills that use the V hotkey and every special skill uses X anyway)
- Necromancers and Banshees were removed from the Orc shops.
- Druids of the Claw/Talon were removed from the Human shops.
So yeah, I have work tonight until 10 PM. If you guys don't mind holding off on TGS until I'm around, that would be swell. It's a lot easier to see problems and such when I'm in the game.
Re: Satyr Saturday Replays Week 71 and up
Posted: Sun Jun 06, 2010 12:51 pm
by Ricky_Honejasi
Re: Satyr Saturday Replays Week 71 and up
Posted: Sun Jun 06, 2010 3:14 pm
by Mucky
- Demolishers have been moved to the Tauren Totem. To compensate, Raiders have been moved to the Barracks.
- Emperor Time has been remade. Instead of being a gigantic mess, it is now Avatar with a different name! 500 hit points, 25 armor, and immunity for 20 seconds; 60 second cooldown.
- Berserk no longer causes the user to take extra damage; grants 40 damage and turns the user red; costs 150 mana, up from 45; 20 second duration, down from 25, with a 60 second cooldown, up from 50.
- Demolish should now actually state its bonus on non-hero units.
- Spirit Scepter's teleport now has the same delay as the starting staff's teleport (3.5s). It still has a much faster cooldown (30s vs. 90s).
- Rescaled Fire Nova's mana cost: 125 at level 1, up from 100; 305 at level 10, down from 325.
- The Necklace of Spell Immunity was changed to have 99999 shield life, up from 300. (No, it doesn't give actual immunity and never did)
- Diffusion Flare should no longer damage Pocket Factory. Unfortunately there doesn't seem to be a way to make it not hit wards, short of giving all of them magic immunity.
- Diffusion Flare should also have a graphic that you can actually see and hear when it hits stuff.
Map attached below. (EDIT: Didn't actually save the last change. Re-attached.)
COCK
Re: Satyr Saturday Replays Week 71 and up
Posted: Mon Jun 07, 2010 10:30 pm
by Mucky
I've been doing some tests. I wanted to see what the problem is with Horde, so I ran the map with researched upgrades for both sides. Here are the results so far:
+3 to every unit spawn, +3 weapons/armor, +3 building health upgrade, all abilities researched:
Humans won at 18:42. On the very first wave, Orcs were annihilated in every lane. Humans formed this gigantic blob of riflemen/priests/sorcs/mortars. Top was the first lane to die. The first barracks at bottom was at half health when the game ended. Orcs put up a fight at middle, and the first barracks there hadn't even been touched.
+2 to every unit spawn, +2 weapons/armor, +2 building health upgrade, all abilities researched:
Orcs won at 32:46. Once again, Humans had the advantage on the first wave, but it wasn't as dramatic this time. Orcs eventually recovered and started pushing back, middle being the first. Eventually Human's middle lane fell; they still managed to push all the way to the Orc's front door at each lane, but never did any damage to the barracks. What's strange is that even though middle died first, Humans did their best in the middle lane; they killed all of the towers at the front and two of the warlocks. Both top and middle had only killed one orc tower. Also, Orcs never did any damage to the bottom or top barracks.
I'll be running some more tests. Later, though, since I'm bored of watching gigantic laggy armies blowing eachother up.
Re: Satyr Saturday Replays Week 71 and up
Posted: Mon Jun 07, 2010 11:26 pm
by Ricky_Honejasi
While I am unsure at all, here's some cases that could be very influential (or at least to take into consideration) :
-> On the human side of creeps, the only thing that aids directly Human heroes is Inner Fire which is just +5 armor or so (rarely gamebreaking). Meanwhile Orc Shamans does use Bloodlust on heroes. On Orc heroes, it could give that much needed push to attack either an enemy hero or army (factor Critical Strike, Berserk, Cleaving Attack, etc.) on top of being able to flee faster if needed. I am aware there other factors but I was just considering the directly beneficial ones.
-> What can easily be a turnaround on the orc side is being able to revive taurens. It doesn't look like it but in defense, they might manage to just get that extra meat shield that recently died or to revive said tauren in the enemy base during an assault to give that much needed meat shield to protect the casters and siege.
-> What could be easily neglected and forgotten is the +20% damage bonus (after upgrade) of kudos. It also affects heroes. Also, I believe kudos also eat troops (so if 2 kudos manage to eat up a knight and a footman, it does harm quite a bit).
-> While humans have building armor upgrades, the human towers are still only heavy (and not fortified) unlike the orc's direct upgrade to fortified.
-> Since it seems victory on the human side have more reliance on heroes rather than troops (compared to Orc) then maybe the "swing" can go left or right a bit too easily if the human team sucks or is decent compared to the Orc's team.
Could be more to come. Just saying things regardless if it's really solid or not.
Re: Satyr Saturday Replays Week 71 and up
Posted: Tue Jun 08, 2010 12:43 am
by Mucky
These tests are done without heroes. Bloodlust is actually nerfed in TGS; it gives less attack speed, and it only lasts 10 second on heroes. Inner Fire lasts the full 60 seconds on heroes. I thought I changed Bloodlust to 60 seconds, but I guess I mixed maps up and the change was lost. I don't think I'll be doing that, though.
Kodos seem powerful in theory, but 99% of the time they will charge in and devour something only to be instantly focus-fired by the blob of riflemen/priests/sorcs (keep in mind that light armor takes increased damage from all of these units).
Human towers have heavy armor but they get significantly more health per upgrade than orc towers. Also, consider that orc towers take extra damage from mortars and siege engines, whereas human towers don't take extra damage from anything except orc's spellcasters.
Tauren revival is one thing that is definitely a factor. Tauren themselves turn into killing machines the moment you research Pulverize. Pulverize is so good, you don't have tauren until you have Pulverize.
Q said healing ward should be considered, although from what I've seen, witch doctors are really, really stupid about using them. They won't use them until they themselves have lost health, which by that time the rest of the wave is already dead. Also, riflemen do snipe healing wards fairly often. They would probably be more of a factor, but most battles carry out with no healing wards in sight.
The first test with full upgrades for everything probably shouldn't be taken too seriously. It's not practical at all to just have a blob of spellcasters with the rest of the army not having spawned yet.