HoDA Ability and Aura Behaviors

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  • HoDA Ability and Aura Behaviors

    In an effort to be more transparent about how the abilities and auras work within the game mechanics, our team has compiled a document explaining these behaviors. We'd like to extend a very grateful Thank-You to InquisitorZac for additionally reviewing these to ensure from a player perspective that they are understandable.

    If you have any questions about the contents within this document, please feel free to ask. Your questions can assist us in better clarifying any confusing points for all.

    The document is accessible via Google Drive and may be located at: https://docs.google.com/document/d/1...it?usp=sharing

  • #2
    Under the Stun (enemy) section, the persistent animation sentence references "slow" instead of "stun"
    Excellent doc!
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    • #3
      Excellent!

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      • #4
        This looks *incredibly* helpful, thanks.

        I'm reading through, and at the Explosion section, it doesn't feel like you explain the 20% of overkill element - I can understand your calculations from 10k > 600 damage, but only because of the latest Bulls Edge thread rather than the explanation in document. Maybe take some of that explanation over?

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        • #5
          Of course, now I'm at retaliation, and the same issue is there.
          Intuitively, in your example, it should calculate either the damage the attacker tried to deal (10k), or the max damage that could be received (5k), and 6k seems random.

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          • #6
            (sorry)

            Stealth has 10% bypassing damage resistance applied before the cap. I'm not quite clear from the description what this means - does stealth damage only have a 75% cap, or does it mean that I could bring it down from natural 85% to 75%, but not from a capped 85% (natural 95%+)?

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            • #7
              Oh hai.

              Power gain - there's a question about how power gain is dealt with for multiple hits in one attack, sorta discussed in another thread with reference to Maryden and RJS, but relevant complicatedly for eg JDace hitting power gainers with Levy.
              Last edited by pixie359; 02-12-2019, 02:46 PM.

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              • #8
                Targeting

                NO I PROMISE I'M NEARLY FINISHED

                This would benefit from % alterations based on different phrases. I think some but not all are in the thread linked, but it'd be good to have in one place 'more likely' = +50% weighting or whatever, where raw value for eg flanking is different from hitting quicks.

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                • #9
                  Interesting
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                  • #10
                    Very nice info! Thanks for sharing!
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                    • #11
                      Originally posted by pixie359 View Post
                      This looks *incredibly* helpful, thanks.

                      I'm reading through, and at the Explosion section, it doesn't feel like you explain the 20% of overkill element - I can understand your calculations from 10k > 600 damage, but only because of the latest Bulls Edge thread rather than the explanation in document. Maybe take some of that explanation over?
                      There's an explanation on damage calculation at the beginning of the auras section

                      Comment


                      • #12
                        Originally posted by pixie359 View Post
                        (sorry)

                        Stealth has 10% bypassing damage resistance applied before the cap. I'm not quite clear from the description what this means - does stealth damage only have a 75% cap, or does it mean that I could bring it down from natural 85% to 75%, but not from a capped 85% (natural 95%+)?
                        The latter - as damage resistance is calculated, stealth is included. So if all the resistance comes out to 95% or greater before stealth, the stealth will still only bring it down to 85%.

                        Comment


                        • #13
                          Originally posted by pixie359 View Post
                          Oh hai.

                          Power gain - there's a question about how power gain is dealt with for multiple hits in one attack, sorta discussed in another thread with reference to Maryden and RJS, but relevant complicatedly for eg JDace hitting power gainers with Levy.
                          Think of it as phases within a turn:
                          1) Ability. All actions associated with the Ability (white text) take place.
                          2) Auras. All effects as a result of the Ability phase take place.
                          3) Upkeep. Any persistent status effects on the hero are removed if they have expired.

                          This means that any power gains that happen during the Ability phase will take place at the appropriate time within the Ability. For example, a hero who "Attacks a single target and gains 25% power, then attacks a row", will perform that power gain after the first attack and before the second attack. Any power gains associated with an aura, such as "When hit, gains 25% power", will take place only after the full attack has finished, and only once for the entire attack regardless of how many times they may have been hit.

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                          • #14
                            Originally posted by pixie359 View Post
                            Targeting

                            NO I PROMISE I'M NEARLY FINISHED

                            This would benefit from % alterations based on different phrases. I think some but not all are in the thread linked, but it'd be good to have in one place 'more likely' = +50% weighting or whatever, where raw value for eg flanking is different from hitting quicks.
                            There's another thread here dealing with targeting mechanics where all the weights are given. In general, though, a base target "more likely" is a value of 2000 and a strong target "much more likely" is 5000.

                            Comment


                            • #15
                              Originally posted by Lokiloam View Post
                              Under the Stun (enemy) section, the persistent animation sentence references "slow" instead of "stun"
                              Excellent doc!
                              Whoops, thanks, I'll get that fixed!

                              Comment

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