Explanation of HoDA Auras and Abilities

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  • Explanation of HoDA Auras and Abilities

    Hey gang,

    It took quite a bit of research into the depths of the code and some odd conversations with engineers, but I have compiled a document that does its best to explain how the game's auras and abilities work. It can be a bit confusing at times to understand how a certain character will work based on their description, but knowing the processes behind them should create more accurate expectations. I know that the most interesting find for me when I came on was how power gains are calculated.

    Have a look at the document and let us know any questions or epiphanies you may come to after reading. We want to help make the game more accessible and understandable for the players.

    Ability Behaviors Abilities are based around heroes’ attacks. They can have additional effects on-hit such as Curse, Slow, Stun, Multi-hit, and more. Curse (enemy) Curse is applied to an enemy and prevents them from gaining Health or Power for one turn. Curse Power resets any enemy Power gains ...

  • #2
    Great job on the HoDA Auras & Abilities Doc. It's pretty good and very informational. I do have a follow up question regarding the order of operations of some abilities. Example below....
    • My team I have Maddox & Tallis. Opposing team only has Danarius. Let's assume Maddox has 20k starting power and Danarius has 8k starting power
    • Tallis attacks Danarius in quick round. So Danarius gains power on attack. Let's assume Danarius gained 2k power and now he should be hitting for 10k power.
    • Maddox attacks before Danarius in the normal round and curses his power AND drains his power.
    So the question is what comes first, cursing power or draining power? What happens when the power drain could be more effective than the curse?
    • Does Maddox curse power first, which means Danarius' power goes from 10k down to 8k. AND then the power drain is applied and Danarius is drained from 8k down to 3k (20k Maddox power x 25% drain = 5k reduction) or
    • Does Maddox drain power first, which means Danarius' power goes from 10k down to 5k (20k Maddox power x 25% drain = 5k reduction). AND then the curse is applied and Dan's power stays at 5k.
    In this example, if curse is applied first and then power drain happens then that would be more effective. I think it operates though where drain is applied first and then curse. It's just something I have pondered for a while.
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    • #3
      Nice, very informational.

      "Blood Mages have an ability that allows them to gain Power based on the percentage of the damage that they deal. The more damage that they dish out, the greater the Power gains."

      Wouldn't this be a percentage of the damage that they receive and/or their allies?
      Last edited by The Warden Commander; 12-08-2015, 05:39 PM.

      Ally Code - 462-244-579

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      • #4
        Is there a limit on damage resist?

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        • #5
          Apart from the Blood Mage inconsistency, this doc is extremely helpful. Glad that we could see more of this!

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          • #6
            Very informative and useful, Thanks for this storklord.

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            • #7
              "Some heroes gain Health (heal) when a unit is attacked or killed. These Health gains are based on a percentage of the target’s Health."

              Should that be:
              Health gains are based on a percentage of the target’s Power?
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              • #8
                Originally posted by The Warden Commander View Post
                Nice, very informational.

                "Blood Mages have an ability that allows them to gain Power based on the percentage of the damage that they deal. The more damage that they dish out, the greater the Power gains."

                Wouldn't this be a percentage of the damage that they receive and/or their allies?

                We can actually do it both ways at this point. The more damage that they deal OR receive, the more Power they gain. We are playing around with the damage dealt concept right now and it is pretty evil. IT may never see the light of day due to its effectiveness, but we shall see. If we nix the concept, I will update that portion of the doc.

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                • #9
                  Originally posted by Ordin Starlight View Post
                  "Some heroes gain Health (heal) when a unit is attacked or killed. These Health gains are based on a percentage of the target’s Health."

                  Should that be:
                  Health gains are based on a percentage of the target’s Power?

                  Heals are indeed based on the Health of the target being healed. This is what makes healing mages more effective. They often have less Power than dedicated attackers but they are solid healers.

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                  • #10
                    Originally posted by Aragorn View Post
                    Great job on the HoDA Auras & Abilities Doc. It's pretty good and very informational. I do have a follow up question regarding the order of operations of some abilities. Example below....
                    • My team I have Maddox & Tallis. Opposing team only has Danarius. Let's assume Maddox has 20k starting power and Danarius has 8k starting power
                    • Tallis attacks Danarius in quick round. So Danarius gains power on attack. Let's assume Danarius gained 2k power and now he should be hitting for 10k power.
                    • Maddox attacks before Danarius in the normal round and curses his power AND drains his power.
                    So the question is what comes first, cursing power or draining power? What happens when the power drain could be more effective than the curse?
                    • Does Maddox curse power first, which means Danarius' power goes from 10k down to 8k. AND then the power drain is applied and Danarius is drained from 8k down to 3k (20k Maddox power x 25% drain = 5k reduction) or
                    • Does Maddox drain power first, which means Danarius' power goes from 10k down to 5k (20k Maddox power x 25% drain = 5k reduction). AND then the curse is applied and Dan's power stays at 5k.
                    In this example, if curse is applied first and then power drain happens then that would be more effective. I think it operates though where drain is applied first and then curse. It's just something I have pondered for a while.

                    The order of operations here can be a bit tricky. Let me verify with engineering before I say anything that will get me flogged.

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                    • #11
                      From my experience, I think it's first Maddox power drain and then curse.


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                      • #12
                        Originally posted by Storklord View Post


                        Heals are indeed based on the Health of the target being healed. This is what makes healing mages more effective. They often have less Power than dedicated attackers but they are solid healers.
                        I´m 100% sure that almost every heal skill in the game is based on current power of either the healer or the toon healed. For example wynne heals everyone for 50% of her own power, and ARH heals each toon for 30% of each toon current power.

                        I don´t know about any heal skill who is based in HP instead of power o.O

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                        • #13
                          I don't know any healers who heal based on health percentage either.
                          sometimes known to eat lots of "ChickenWings"

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                          • #14
                            Originally posted by The Warden Commander View Post
                            Nice, very informational.

                            "Blood Mages have an ability that allows them to gain Power based on the percentage of the damage that they deal. The more damage that they dish out, the greater the Power gains."

                            Wouldn't this be a percentage of the damage that they receive and/or their allies?
                            From my memory blood mages gained power like this: 20% of damage dealt by enemy to your team. So if a single attacker hit your squad member with 10,000 damage your blood mage gained 2,000 in power points, even if your squad member that was hit only had 5 health. Then you just multiply by number of squad members hit. So if row attacker with a row with 10,000 damage, your blood mage gained 4,000 power and so on. Attack all on your team and if your blood mage survives watch out! (power gain = 5 x ( 20% of damage displayed)

                            Then if you had defenders on your team absorbing damage your blood mage wouldn't gain as much. That part got a little complicated. Also the 20% I think applied to uldred and danarious, some of the other power gainers had different percentages.

                            With all the power cursers around now, not really important as much anyway.

                            Anyway, thanks very much for that document it will really help new people.
                            sometimes known to eat lots of "ChickenWings"

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                            • #15
                              Originally posted by Storklord View Post


                              We can actually do it both ways at this point. The more damage that they deal OR receive, the more Power they gain. We are playing around with the damage dealt concept right now and it is pretty evil. IT may never see the light of day due to its effectiveness, but we shall see. If we nix the concept, I will update that portion of the doc.
                              I feel this can help resolve your issue.
                               

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