The numbers presented here are NOT final and require public feedback for proper balancing.
Sketch is posted at the bottom, lightblue = new stat added or updated.
... = Bananenertönt
(sorry I'm a lazy and slow typer :P)
Might still change name :P
POLLS:
None at the moment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stats:
Damage 46 (+3 / per level)
Attack speed 0.64 (+2% / per level)
Health X (+X / per level)
Mana X (+X / per level) Move Speed 310 (between 305 and 320)
Armor 25 (+1 / per level)
Magic Resistance 12 (+4 / per level)
Health Regen X (+X / per level)
Mana Regen X (+X / per level)
Basic Stats:
Health: (2 to 3/10)
Attack: (3 to 4/10)
Skills: (8 to 9/10)
Difficulty: (9/10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attributes:
AP build, mage, range, pet
Auto attacks will be ranged, with a range of 550 or 575.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skills:
passive (innate):
... has a 45/60/75% chance that a negative effect, like stun, snared, silenced, bleed, grievous wound, ablaze, etc. will be negated, this effect can only occur once every 3.5/2.5/1.5 minute(s). (lvl 1/7/13)
~~~~~~~~~~~~~~~~~~~~~~~~
Q (no name yet):
passive: all attacks done to the back of ... are reduced by 10/20/30/40/50% and return 5/10/15/20/25% damage of the attack (not from the reduced amount).
Active: Makes him invulnerable from the front and knocks back all champions by X distance, with a cone width of X degrees capping at 200 degrees, also increases movement speed of allies who walked through for 1.5 sec by X%.
To keep up this skill you have to press Q consecutive as fast as possible, when you're to slow the skill stops, You also can't move, moving your champion will also stop the skill.(passive is not activated during the active and will reactivate 2.5 sec after skill stops).
This is a pic of his invulnerability (abilities like heimedingers cannons that were casted before this ability was activated will still do damage if they were casted in front of your current position):
We will take that the Q pressings average is placed at 3 seconds, at which it has 500 knockback, a cone width of 100 degrees and 30% increased movement speed for allies.
It starts with 200 knockback, 25 degrees and 0% increased movement speed.
it increases gradually with at 1 sec 300, 50 and 10%; at 2 sec 400, 75 and 20%; 4 sec 600, 125 and 40%; 5 sec 700, 150 and 50%; and capping knockback at 800, cone width at 200 degrees and movement speed at 70%.
Range starting at 150 and capping at 1000 (increasing 150 per sec)
cost, no idea yet
cooldown, 20/18/16/14/12 sec
here an image of the ratio Q pressed per second to duration (seconds). Every second cone widht gets x degrees bigger and knock back X range greater as well as range of the skill.
~~~~~~~~~~~~~~~~~~~~~~~~
W (no name yet):
Shoots a big ball, the longer charged the faster it travels and the more damage it does, it's however a channel skill meaning it can be interrupted, meaning it will shoot the ball with its current charge. (channel time is time before released)
The ball flies in the direction where you have you mouse cursor when you release it by pressing W or the left mouse button.
Nothing happens, means, it does not fire (so no damage as well).
Over Charge, means it will also not fire, still consume the mana, increase the CD by 4 sec for the next time usable (so CD does not stay nor stack) and self stun 0.5 sec.
Godly will cause extreme damage.
It will deal X/X/X/X/X damage to the enemy it hits, then explodes dealing X/X/X/X/X AoE damage (low) and stun the AoE for 0/0.5/1/1.5/2.5 sec (low/average/high/very high/Godly).
Damage multiplier 0.5/1/1.25/1.75/2.5 (low/average/high/very high/Godly).
Cooldown,
Cost, no idea
Radius of AoE 350 + 0/40/80/120/200 (low/average/high/very high/Godly)
range, X/X/X/X/X
~~~~~~~~~~~~~~~~~~~~~~~~
E (Dark Magic Factory):
This ability sets up a factory that creates energy monster, it can only be set up outside of the bases (so never on stone plateau) and they follow the lane closest to them, also they will attack any enemy that's within their range.
The factory will be set up and stand there for a maximum of 30/40/50/60/70 seconds and create these monsters with a minimum interval of 20/17.5/15/12.5/10 seconds.
To set it up, you will activate the ability, and then you will channel for 2.5 (1.5 to 3) seconds per rune. when channeling your unable to undertake any actions. When you activate it, a rune will appear on your screen and you cursor will be placed in the center of the screen in the starting point of the rune, then you hae to move you cursor over the rune without it going of the rune. Also a line will be following the path of the rune wich you have to stay in front of (the time it takes the line to go from start to end is channel time per rune, 2.5 sec). If the cursor goes outside the lines, the channeling stops and with the stats(by following the rune) you've gained the factory will be set up.
If you complete a rune you'll get a little bonus
lvl 1: one rune, get to 70% of the path to complete, complete at least 10% of path to set up a factory, that's ~14% of what you've to complete
lvl 2: two runes, get to 70% of the path to complete the first one and 80% for the second, complete at least 10% of the total path to set up a factory, that's ~29% of what you've to complete from the first path
lvl 3: two runes, get to 70% of the path to complete the first one and 80% for the second, you get an extra bonus if you complete both
lvl 4: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, complete at least 10% of the total path to set up a factory, that's ~43% of what you've to complete from the first path
lvl 5: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, you get an extra bonus if you complete all 3
bonuses:
from lvl 1: 1 complete rune means, your factory gets an 50 extra health. (also counts at lvl 2)
from lvl 3: 2 completed runes mean, your factory gets an 200 extra health and stays 5 sec longer
from lvl 5: 3 completed runes mean, you also create Blasters wich spawn every 15 sec, and factory stay an extra 5 sec longer.
the bonus of lvl 3 for 2 completed runes also counts on lvl 4 and 5 (so if you complete all 3 on lvl 5 it actually is 200 health and 10 sec longer for factory + Blasters)
Also factory can't be placed closer than 1100 range of friendly tower that is still good, broken towers however aren't a problem, jungle neither.
Also all experience and money earned by these monsters goes to you.
Factory stats with maximum completion:
Health: 100/150/200/250/300
Armor: 20/30/40/50/60
Magic resist: 30/35/40/45/50
Health regen: 3.5/4.5/5.5/6.5/7.5
Monsters: NEED YOUR HELP WITH THESE Melee:
Gold: 3/6/9/12/15 Experience: 10/20/30/40/50 if killed (last hit stats)
Statistics
Health 250/350/450/550/650 (+0.1/0.1/0.1/0.15/0.15 AP )
Mana 0
Damage 4/6/8/10/12 (+0.01 AP) maximum
Range 100
Armor 2/6/10/14/18 (+0.025 ARMOR)
Magic Resistance 8/9/10/11/12 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
Caster:
Gold: 2.5/5/7.5/10/12.5 (.5 is rounded up) Experience: 9/18/27/36/45 if killed (last hit stats)
Statistics
Health 225/275/325/375/425 (+0.05/0.05/0.05/0.1/0.1 AP)
Mana 80/90/100/110/120 (+0.05 AP) maximum
Damage 7.5/9/10.5/12/13.5 (+0.01 AP) maximum
Range 500 ??
Armor 8/9/10/11/12 (+0.025 ARMOR)
Magic Resistance 2/6/10/14/18 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
Blaster (only comes at lvl 5 if all 3 runes are completed):
Gold: 20 Experience: 90 if killed (last hit stats) (enemy earns this)
Statistics
Health 750 (+0.15 AP)
Mana 0
Damage 35 (+ between 0.05 AP)
Range 500 ??
Armor 75 (+0.03 Armor)
Magic Resistance 30 (+0.03 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.0
Movement Speed 325
Respawn Time 15 secc
Last thing to this is that you can only have 1 factory, and you can renew a factory whenever you want if you're within 300 range just by recasting the ability, if you do this the mana cost will be reduced by 30 (somewhere between 20 and 50) and the gold cost by 10 (somewhere between 5 and 35), it can still be interrupted, it still is channeling.
Cooldown, 32.5/35/35/37.5/37.5 sec (this means a actual cooldown of 30 sec when done perfectly, because of the channel time)
Cost, 160/170/180/190/200 mana + 10/20/30/40/50 gold
Range to center about 200-300
~~~~~~~~~~~~~~~~~~~~~~~~
R (no name yet):
Use it on somebody and you both get silenced for the duration, has a channel time of 1.5 to 4.5.
It will show the buttons Q and W (on lvl 2 also E and lvl 3 as well) and then you both have to press 1 of the two keys, you have 1.5 seconds to do so, if none selected Q is default.
As it is a channel skill it can be interrupted, when interrupted, the ability stops and deals no more damage.
And an enemy caught in this ability can't walk further than 1000 range away from you.
This is what it will show (more or less) when it's level 3 to the enemy:
If you click another key then the enemy (champions only) it will be very good if you click the same it will be not so good.
every Lvl is different so
Lvl 1: you both have 2 key Q and W and channel time is 1.5 sec, only once you both have to press a key within those 1.5 seconds if not Q is default.
If different keys are pressed then 300 physical dmg (+0.8 AP) and stunned for 1 sec.
If the same are pressed does only 150 physical dmg (+0.4 AP)
Lvl 2: you start with 3 keys Q, W and E, channel time is 3 sec. first time you both have to choose out of the 3 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 2 remaining keys (most to left is always default), both times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 330 dmg (+0.8 AP)
if same, then 110 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 10% for the next cast (so only once, no stay or stack), gives you back 50 mana and deals 330 dmg physical (0.6 AP)
if same, then only 165 dmg (0.3 AP)
Lvl 3: you start with 4 keys Q, W, E and R channel time is 4.5 sec. first time you both have to choose out of the 4 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 3 remaining keys (most to left is always default), third time the key that you just chose will also disappear, leaving only 2 keys from wich you have to choose again, all three times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 360 dmg (+0.8 AP)
if same, then 90 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 15% for the next cast (so only once, no stay or stack), gives you back 75 mana and deals 330 dmg physical (0.6 AP)
if same, then only 110 dmg (0.2 AP)
third time,
different keys, the enemy's innate (passive) is disabled for 8 sec (between 5 and 10) and you will deal 200 physical dmg (+0.5 AP) and 200 (+0.3AP) physical dmg over 5 sec.
if same, then only 100 dmg (+0.25 AP)
NOT FINISHED YET, so I would like to know what you guys think and what passive and Ult you would like to see. I need your help, criticism, but please base/explain your reasons and statements, BE CONSTRUCTIVE.
sketch:
Dr. Phd. Bananenertönt (bananas sounds in german, I'm not german :p)
his dark magic robot suit (this is what you will look like ingame)
Rumor has it that Dr. Phd. Bananenertönt is the result of Morgana and Heimedinger having coitus, what would explain his intelligence as well as his love and excellence at black/dark magic, but those are just rumors.
Dr. Phd. Bananenertönt is the evil genius who stole Foresnova's air element, which he used to make his robot stronger. Now he is gonna try to take out Foresnova and take the other elements and so becoming a god, but this isn't gonna be so easy because Foresnova is being helped by the league so Dr. Phd. Bananenertönt has decided to join the dark side as he already loves it. The war is gonna be even fiercer with these two new champions of epic proportions.
~~~~~~~~~~~~~~~~~~~~~~~~
Explanation of abilities:
Q,
W,
E,
R,
~~~~~~~~~~~~~~~~~~~~~~~~
Updates:
21:00 - 31/05/2011 --> added stats to monsters from factory, melee damage 4/6/8/10/12, armor 2/6/10/14/18, magic resistance 8/9/10/11/12; caster health 225/275/325/375/425, damage 7.5/9/10.5/12/13.5, armor 8/9/10/11/12, magic resistance 2/6/10/14/18, mana 80/90/100/110/120.
Made the decision all scaling is AP
If there is anything you don't understand, just ask me, I will gladly explain it to you. Also take a look at Foresnova click here.
[quote=Dzeno][u][b]The numbers presented here are NOT final and require public feedback for proper balancing.[/b][/u]
Sketch is posted at the bottom, [color=#33FFFF]lightblue = new stat added or updated.[/color]
[h2]... = Bananenertönt[/h2] (sorry I'm a lazy and slow typer :P)
Might still change name :P
[h2][color=#33FFFF]POLLS:[/color][/h2] None at the moment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[color=Yellow][h2][u]Stats:[/u][/h2][/color][color=#33FFFF]Damage 46 (+3 / per level)
Attack speed 0.64 (+2% / per level)[/color]
Health X (+X / per level)
Mana X (+X / per level)
[color=#33FFFF]Move Speed 310 (between 305 and 320)[/color]
Armor 25 (+1 / per level)
Magic Resistance 12 (+4 / per level)
Health Regen X (+X / per level)
Mana Regen X (+X / per level)
[color=Yellow][h2][u]Basic Stats:[/u][/h2][/color][color=#33FFFF]Health: (2 to 3/10)
Attack: (3 to 4/10)
Skills: (8 to 9/10)[/color]
Difficulty: (9/10)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[color=Yellow][h2][u]Attributes:[/u][/h2][/color] [color=#33FFFF]AP build, mage, range, pet
Auto attacks will be ranged, with a range of 550 or 575.[/color]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[color=Yellow][h2][u]Skills:[/u][/h2][/color]
[color=orange][h2]passive (innate):[/h2][/color] ... has a 45/60/75% chance that a negative effect, like stun, snared, silenced, bleed, grievous wound, ablaze, etc. will be negated, this effect can only occur once every 3.5/2.5/1.5 minute(s). (lvl 1/7/13)
~~~~~~~~~~~~~~~~~~~~~~~~
[h2][color=orange]Q (no name yet):[/color][/h2] passive: all attacks done to the back of ... are reduced by 10/20/30/40/50% and return 5/10/15/20/25% damage of the attack (not from the reduced amount).
Active: Makes him invulnerable from the front and knocks back all champions by X distance, with a cone width of X degrees capping at 200 degrees, also increases movement speed of allies who walked through for 1.5 sec by X%.
To keep up this skill you have to press Q consecutive as fast as possible, when you're to slow the skill stops, You also can't move, moving your champion will also stop the skill.(passive is not activated during the active and will reactivate 2.5 sec after skill stops).
This is a pic of his invulnerability (abilities like heimedingers cannons that were casted before this ability was activated will still do damage if they were casted in front of your current position):
[URL=http://imageshack.us/photo/my-images/215/qdrphdbananenertntactiv.png/][IMG]http://img215.imageshack.us/img215/6489/qdrphdbananenertntactiv.png[/IMG][/URL]
We will take that the Q pressings average is placed at 3 seconds, at which it has 500 knockback, a cone width of 100 degrees and 30% increased movement speed for allies.
It starts with 200 knockback, 25 degrees and 0% increased movement speed.
it increases gradually with at 1 sec 300, 50 and 10%; at 2 sec 400, 75 and 20%; 4 sec 600, 125 and 40%; 5 sec 700, 150 and 50%; and capping knockback at 800, cone width at 200 degrees and movement speed at 70%.
Range starting at 150 and capping at 1000 (increasing 150 per sec)
cost, no idea yet
cooldown, 20/18/16/14/12 sec
here an image of the ratio Q pressed per second to duration (seconds). Every second cone widht gets x degrees bigger and knock back X range greater as well as range of the skill.
[URL=http://imageshack.us/photo/my-images/3/qpersec.png/][IMG]http://img3.imageshack.us/img3/7144/qpersec.png[/IMG][/URL]
~~~~~~~~~~~~~~~~~~~~~~~~
[h2][color=orange]W (no name yet):[/color][/h2] Shoots a big ball, the longer charged the faster it travels and the more damage it does, it's however a channel skill meaning it can be interrupted, meaning it will shoot the ball with its current charge. (channel time is time before released)
[URL=http://imageshack.us/photo/my-images/30/chargebar.png/][IMG]http://img30.imageshack.us/img30/4885/chargebar.png[/IMG][/URL]
The ball flies in the direction where you have you mouse cursor when you release it by pressing W or the left mouse button.
Nothing happens, means, it does not fire (so no damage as well).
Over Charge, means it will also not fire, still consume the mana, increase the CD by 4 sec for the next time usable (so CD does not stay nor stack) and self stun 0.5 sec.
Godly will cause extreme damage.
It will deal X/X/X/X/X damage to the enemy it hits, then explodes dealing X/X/X/X/X AoE damage (low) and stun the AoE for 0/0.5/1/1.5/2.5 sec (low/average/high/very high/Godly).
Damage multiplier 0.5/1/1.25/1.75/2.5 (low/average/high/very high/Godly).
Cooldown,
Cost, no idea
Radius of AoE 350 + 0/40/80/120/200 (low/average/high/very high/Godly)
range, X/X/X/X/X
~~~~~~~~~~~~~~~~~~~~~~~~
[h2][color=orange]E (Dark Magic Factory):[/color][/h2]
This ability sets up a factory that creates energy monster, it can only be set up outside of the bases (so never on stone plateau) and they follow the lane closest to them, also they will attack any enemy that's within their range.
The factory will be set up and stand there for a maximum of 30/40/50/60/70 seconds and create these monsters with a minimum interval of 20/17.5/15/12.5/10 seconds.
To set it up, you will activate the ability, and then you will channel for 2.5 (1.5 to 3) seconds per rune. when channeling your unable to undertake any actions. When you activate it, a rune will appear on your screen and you cursor will be placed in the center of the screen in the starting point of the rune, then you hae to move you cursor over the rune without it going of the rune. Also a line will be following the path of the rune wich you have to stay in front of (the time it takes the line to go from start to end is channel time per rune, 2.5 sec). If the cursor goes outside the lines, the channeling stops and with the stats(by following the rune) you've gained the factory will be set up.
[URL=http://imageshack.us/photo/my-images/839/runes001.png/][IMG]http://img839.imageshack.us/img839/2212/runes001.png[/IMG][/URL]
If you complete a rune you'll get a little bonus
lvl 1: one rune, get to 70% of the path to complete, complete at least 10% of path to set up a factory, that's ~14% of what you've to complete
lvl 2: two runes, get to 70% of the path to complete the first one and 80% for the second, complete at least 10% of the total path to set up a factory, that's ~29% of what you've to complete from the first path
lvl 3: two runes, get to 70% of the path to complete the first one and 80% for the second, you get an extra bonus if you complete both
lvl 4: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, complete at least 10% of the total path to set up a factory, that's ~43% of what you've to complete from the first path
lvl 5: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, you get an extra bonus if you complete all 3
bonuses:
from lvl 1: 1 complete rune means, your factory gets an 50 extra health. (also counts at lvl 2)
from lvl 3: 2 completed runes mean, your factory gets an 200 extra health and stays 5 sec longer
from lvl 5: 3 completed runes mean, you also create Blasters wich spawn every 15 sec, and factory stay an extra 5 sec longer.
the bonus of lvl 3 for 2 completed runes also counts on lvl 4 and 5 (so if you complete all 3 on lvl 5 it actually is 200 health and 10 sec longer for factory + Blasters)
Also factory can't be placed closer than 1100 range of friendly tower that is still good, broken towers however aren't a problem, jungle neither.
Also all experience and money earned by these monsters goes to you.
Factory stats with maximum completion:
Health: 100/150/200/250/300
Armor: 20/30/40/50/60
Magic resist: 30/35/40/45/50
Health regen: 3.5/4.5/5.5/6.5/7.5
Monsters:
[color=red]NEED YOUR HELP WITH THESE[/color]
[color=#33FFFF][U]Melee:[/U]
Gold: 3/6/9/12/15 Experience: 10/20/30/40/50 if killed (last hit stats)
Statistics
Health 250/350/450/550/650 (+0.1/0.1/0.1/0.15/0.15 AP )
Mana 0
Damage 4/6/8/10/12 (+0.01 AP) maximum
Range 100
Armor 2/6/10/14/18 (+0.025 ARMOR)
Magic Resistance 8/9/10/11/12 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
[U]Caster:[/U]
Gold: 2.5/5/7.5/10/12.5 (.5 is rounded up) Experience: 9/18/27/36/45 if killed (last hit stats)
Statistics
Health 225/275/325/375/425 (+0.05/0.05/0.05/0.1/0.1 AP)
Mana 80/90/100/110/120 (+0.05 AP) maximum
Damage 7.5/9/10.5/12/13.5 (+0.01 AP) maximum
Range 500 ??
Armor 8/9/10/11/12 (+0.025 ARMOR)
Magic Resistance 2/6/10/14/18 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
[U]Blaster[/U] (only comes at lvl 5 if all 3 runes are completed):
Gold: 20 Experience: 90 if killed (last hit stats) (enemy earns this)
Statistics
Health 750 (+0.15 AP)
Mana 0
Damage 35 (+ between 0.05 AP)
Range 500 ??
Armor 75 (+0.03 Armor)
Magic Resistance 30 (+0.03 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.0
Movement Speed 325
Respawn Time 15 secc[/color]
Last thing to this is that you can only have [b]1[/b] factory, and you can renew a factory whenever you want if you're within 300 range just by recasting the ability, if you do this the mana cost will be reduced by 30 (somewhere between 20 and 50) and the gold cost by 10 (somewhere between 5 and 35), it can still be interrupted, it still is channeling.
Cooldown, 32.5/35/35/37.5/37.5 sec (this means a actual cooldown of 30 sec when done perfectly, because of the channel time)
Cost, 160/170/180/190/200 mana + 10/20/30/40/50 gold
Range to center about 200-300
~~~~~~~~~~~~~~~~~~~~~~~~
[h2][color=orange]R (no name yet):[/color][/h2] Use it on somebody and you both get silenced for the duration, has a channel time of 1.5 to 4.5.
It will show the buttons Q and W (on lvl 2 also E and lvl 3 as well) and then you both have to press 1 of the two keys, you have 1.5 seconds to do so, if none selected Q is default.
As it is a channel skill it can be interrupted, when interrupted, the ability stops and deals no more damage.
And an enemy caught in this ability can't walk further than 1000 range away from you.
This is what it will show (more or less) when it's level 3 to the enemy:
[URL=http://imageshack.us/photo/my-images/545/leagueoflegendsenemymid.jpg/][IMG]http://img545.imageshack.us/img545/6448/leagueoflegendsenemymid.jpg[/IMG][/URL]
If you click another key then the enemy ([u]champions only[/u]) it will be very good if you click the same it will be not so good.
every Lvl is different so
Lvl 1: you both have 2 key Q and W and channel time is 1.5 sec, only once you both have to press a key within those 1.5 seconds if not Q is default.
If different keys are pressed then 300 physical dmg (+0.8 AP) and stunned for 1 sec.
If the same are pressed does only 150 physical dmg (+0.4 AP)
Lvl 2: you start with 3 keys Q, W and E, channel time is 3 sec. first time you both have to choose out of the 3 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 2 remaining keys (most to left is always default), both times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 330 dmg (+0.8 AP)
if same, then 110 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 10% for the next cast (so only once, no stay or stack), gives you back 50 mana and deals 330 dmg physical (0.6 AP)
if same, then only 165 dmg (0.3 AP)
Lvl 3: you start with 4 keys Q, W, E and R channel time is 4.5 sec. first time you both have to choose out of the 4 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 3 remaining keys (most to left is always default), third time the key that you just chose will also disappear, leaving only 2 keys from wich you have to choose again, all three times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 360 dmg (+0.8 AP)
if same, then 90 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 15% for the next cast (so only once, no stay or stack), gives you back 75 mana and deals 330 dmg physical (0.6 AP)
if same, then only 110 dmg (0.2 AP)
third time,
different keys, the enemy's innate (passive) is disabled for 8 sec (between 5 and 10) and you will deal 200 physical dmg (+0.5 AP) and 200 (+0.3AP) physical dmg over 5 sec.
if same, then only 100 dmg (+0.25 AP)
Cost, 200/250/300
Range, 450/500/550
Cooldown, 150/120/90 sec
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[color=red][u][b]NOT FINISHED YET[/b][/u][/color], so I would like to know what you guys think and what passive and Ult you would like to see.
[b][u]I need your help[/u][/b], criticism, but please base/explain your reasons and statements, BE CONSTRUCTIVE.
sketch:
Dr. Phd. Bananenertönt (bananas sounds in german, I'm not german :p)
[URL=http://imageshack.us/photo/my-images/29/professorx.png/][IMG]http://img29.imageshack.us/img29/2906/professorx.th.png[/IMG][/URL]
his dark magic robot suit (this is what you will look like ingame)
[URL=http://imageshack.us/photo/my-images/607/coolrobot001.png/][IMG]http://img607.imageshack.us/img607/7957/coolrobot001.th.png[/IMG][/URL]
By [URL=http://profile.imageshack.us/user/d_zeno]d_zeno[/URL]
[h2][color=orange]Story:[/color][/h2] Rumor has it that Dr. Phd. Bananenertönt is the result of Morgana and Heimedinger having coitus, what would explain his intelligence as well as his love and excellence at black/dark magic, but those are just rumors.
Dr. Phd. Bananenertönt is the evil genius who stole Foresnova's air element, which he used to make his robot stronger. Now he is gonna try to take out Foresnova and take the other elements and so becoming a god, but this isn't gonna be so easy because Foresnova is being helped by the league so Dr. Phd. Bananenertönt has decided to join the dark side as he already loves it. The war is gonna be even fiercer with these two new champions of epic proportions.
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Explanation of abilities:
Q,
W,
E,
R,
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[B]Updates:[/B]
21:00 - 31/05/2011 --> added stats to monsters from factory, melee damage 4/6/8/10/12, armor 2/6/10/14/18, magic resistance 8/9/10/11/12; caster health 225/275/325/375/425, damage 7.5/9/10.5/12/13.5, armor 8/9/10/11/12, magic resistance 2/6/10/14/18, mana 80/90/100/110/120.
Made the decision all scaling is AP
[B][U]If there is anything you don't understand, just ask me, I will gladly explain it to you.[/U][/B]
[color=#33FFFF]Also take a look at Foresnova [url=http://www.mobafire.com/league-of-legends/forum/champion-and-item-ideas/foresnova-elemental-guardian-4986]click here.[/url][/color][/quote]
Yeah I know it's a lot if there's anything you don't understand, just ask.
Also, if you don't know if it's balanced or not just tell me what you think of the idea, pls.
(btw do you know Confucius, that chinese guy, there was a reason why he was called that, well he's nothing compared to me :p :))
[quote=Dzeno]Yeah I know it's a lot if there's anything you don't understand, just ask.
Also, if you don't know if it's balanced or not just tell me what you think of the idea, pls.
(btw do you know Confucius, that chinese guy, there was a reason why he was called that, well he's nothing compared to me :p :))[/quote]
Sketch is posted at the bottom, lightblue = new stat added or updated.
... = Bananenertönt
(sorry I'm a lazy and slow typer :P)Might still change name :P
POLLS:
None at the moment~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stats:
Damage 46 (+3 / per level)Attack speed 0.64 (+2% / per level)
Health X (+X / per level)
Mana X (+X / per level)
Move Speed 310 (between 305 and 320)
Armor 25 (+1 / per level)
Magic Resistance 12 (+4 / per level)
Health Regen X (+X / per level)
Mana Regen X (+X / per level)
Basic Stats:
Health: (2 to 3/10)Attack: (3 to 4/10)
Skills: (8 to 9/10)
Difficulty: (9/10)
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Attributes:
AP build, mage, range, petAuto attacks will be ranged, with a range of 550 or 575.
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Skills:
passive (innate):
... has a 45/60/75% chance that a negative effect, like stun, snared, silenced, bleed, grievous wound, ablaze, etc. will be negated, this effect can only occur once every 3.5/2.5/1.5 minute(s). (lvl 1/7/13)~~~~~~~~~~~~~~~~~~~~~~~~
Q (no name yet):
passive: all attacks done to the back of ... are reduced by 10/20/30/40/50% and return 5/10/15/20/25% damage of the attack (not from the reduced amount).Active: Makes him invulnerable from the front and knocks back all champions by X distance, with a cone width of X degrees capping at 200 degrees, also increases movement speed of allies who walked through for 1.5 sec by X%.
To keep up this skill you have to press Q consecutive as fast as possible, when you're to slow the skill stops, You also can't move, moving your champion will also stop the skill.(passive is not activated during the active and will reactivate 2.5 sec after skill stops).
This is a pic of his invulnerability (abilities like heimedingers cannons that were casted before this ability was activated will still do damage if they were casted in front of your current position):
We will take that the Q pressings average is placed at 3 seconds, at which it has 500 knockback, a cone width of 100 degrees and 30% increased movement speed for allies.
It starts with 200 knockback, 25 degrees and 0% increased movement speed.
it increases gradually with at 1 sec 300, 50 and 10%; at 2 sec 400, 75 and 20%; 4 sec 600, 125 and 40%; 5 sec 700, 150 and 50%; and capping knockback at 800, cone width at 200 degrees and movement speed at 70%.
Range starting at 150 and capping at 1000 (increasing 150 per sec)
cost, no idea yet
cooldown, 20/18/16/14/12 sec
here an image of the ratio Q pressed per second to duration (seconds). Every second cone widht gets x degrees bigger and knock back X range greater as well as range of the skill.
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W (no name yet):
Shoots a big ball, the longer charged the faster it travels and the more damage it does, it's however a channel skill meaning it can be interrupted, meaning it will shoot the ball with its current charge. (channel time is time before released)The ball flies in the direction where you have you mouse cursor when you release it by pressing W or the left mouse button.
Nothing happens, means, it does not fire (so no damage as well).
Over Charge, means it will also not fire, still consume the mana, increase the CD by 4 sec for the next time usable (so CD does not stay nor stack) and self stun 0.5 sec.
Godly will cause extreme damage.
It will deal X/X/X/X/X damage to the enemy it hits, then explodes dealing X/X/X/X/X AoE damage (low) and stun the AoE for 0/0.5/1/1.5/2.5 sec (low/average/high/very high/Godly).
Damage multiplier 0.5/1/1.25/1.75/2.5 (low/average/high/very high/Godly).
Cooldown,
Cost, no idea
Radius of AoE 350 + 0/40/80/120/200 (low/average/high/very high/Godly)
range, X/X/X/X/X
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E (Dark Magic Factory):
This ability sets up a factory that creates energy monster, it can only be set up outside of the bases (so never on stone plateau) and they follow the lane closest to them, also they will attack any enemy that's within their range.
The factory will be set up and stand there for a maximum of 30/40/50/60/70 seconds and create these monsters with a minimum interval of 20/17.5/15/12.5/10 seconds.
To set it up, you will activate the ability, and then you will channel for 2.5 (1.5 to 3) seconds per rune. when channeling your unable to undertake any actions. When you activate it, a rune will appear on your screen and you cursor will be placed in the center of the screen in the starting point of the rune, then you hae to move you cursor over the rune without it going of the rune. Also a line will be following the path of the rune wich you have to stay in front of (the time it takes the line to go from start to end is channel time per rune, 2.5 sec). If the cursor goes outside the lines, the channeling stops and with the stats(by following the rune) you've gained the factory will be set up.
If you complete a rune you'll get a little bonus
lvl 1: one rune, get to 70% of the path to complete, complete at least 10% of path to set up a factory, that's ~14% of what you've to complete
lvl 2: two runes, get to 70% of the path to complete the first one and 80% for the second, complete at least 10% of the total path to set up a factory, that's ~29% of what you've to complete from the first path
lvl 3: two runes, get to 70% of the path to complete the first one and 80% for the second, you get an extra bonus if you complete both
lvl 4: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, complete at least 10% of the total path to set up a factory, that's ~43% of what you've to complete from the first path
lvl 5: three runes, get to 70% of the path to complete the first one, 80% for the second, and 90% for the last one, you get an extra bonus if you complete all 3
bonuses:
from lvl 1: 1 complete rune means, your factory gets an 50 extra health. (also counts at lvl 2)
from lvl 3: 2 completed runes mean, your factory gets an 200 extra health and stays 5 sec longer
from lvl 5: 3 completed runes mean, you also create Blasters wich spawn every 15 sec, and factory stay an extra 5 sec longer.
the bonus of lvl 3 for 2 completed runes also counts on lvl 4 and 5 (so if you complete all 3 on lvl 5 it actually is 200 health and 10 sec longer for factory + Blasters)
Also factory can't be placed closer than 1100 range of friendly tower that is still good, broken towers however aren't a problem, jungle neither.
Also all experience and money earned by these monsters goes to you.
Factory stats with maximum completion:
Health: 100/150/200/250/300
Armor: 20/30/40/50/60
Magic resist: 30/35/40/45/50
Health regen: 3.5/4.5/5.5/6.5/7.5
Monsters:
NEED YOUR HELP WITH THESE
Melee:
Gold: 3/6/9/12/15 Experience: 10/20/30/40/50 if killed (last hit stats)
Statistics
Health 250/350/450/550/650 (+0.1/0.1/0.1/0.15/0.15 AP )
Mana 0
Damage 4/6/8/10/12 (+0.01 AP) maximum
Range 100
Armor 2/6/10/14/18 (+0.025 ARMOR)
Magic Resistance 8/9/10/11/12 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
Caster:
Gold: 2.5/5/7.5/10/12.5 (.5 is rounded up) Experience: 9/18/27/36/45 if killed (last hit stats)
Statistics
Health 225/275/325/375/425 (+0.05/0.05/0.05/0.1/0.1 AP)
Mana 80/90/100/110/120 (+0.05 AP) maximum
Damage 7.5/9/10.5/12/13.5 (+0.01 AP) maximum
Range 500 ??
Armor 8/9/10/11/12 (+0.025 ARMOR)
Magic Resistance 2/6/10/14/18 (+0.025 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.250
Movement Speed 325
Respawn Time minium 10 sec
Blaster (only comes at lvl 5 if all 3 runes are completed):
Gold: 20 Experience: 90 if killed (last hit stats) (enemy earns this)
Statistics
Health 750 (+0.15 AP)
Mana 0
Damage 35 (+ between 0.05 AP)
Range 500 ??
Armor 75 (+0.03 Armor)
Magic Resistance 30 (+0.03 Magic resistance)
Critical Strike Chance 0%
Attack Speed 1.0
Movement Speed 325
Respawn Time 15 secc
Last thing to this is that you can only have 1 factory, and you can renew a factory whenever you want if you're within 300 range just by recasting the ability, if you do this the mana cost will be reduced by 30 (somewhere between 20 and 50) and the gold cost by 10 (somewhere between 5 and 35), it can still be interrupted, it still is channeling.
Cooldown, 32.5/35/35/37.5/37.5 sec (this means a actual cooldown of 30 sec when done perfectly, because of the channel time)
Cost, 160/170/180/190/200 mana + 10/20/30/40/50 gold
Range to center about 200-300
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R (no name yet):
Use it on somebody and you both get silenced for the duration, has a channel time of 1.5 to 4.5.It will show the buttons Q and W (on lvl 2 also E and lvl 3 as well) and then you both have to press 1 of the two keys, you have 1.5 seconds to do so, if none selected Q is default.
As it is a channel skill it can be interrupted, when interrupted, the ability stops and deals no more damage.
And an enemy caught in this ability can't walk further than 1000 range away from you.
This is what it will show (more or less) when it's level 3 to the enemy:
If you click another key then the enemy (champions only) it will be very good if you click the same it will be not so good.
every Lvl is different so
Lvl 1: you both have 2 key Q and W and channel time is 1.5 sec, only once you both have to press a key within those 1.5 seconds if not Q is default.
If different keys are pressed then 300 physical dmg (+0.8 AP) and stunned for 1 sec.
If the same are pressed does only 150 physical dmg (+0.4 AP)
Lvl 2: you start with 3 keys Q, W and E, channel time is 3 sec. first time you both have to choose out of the 3 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 2 remaining keys (most to left is always default), both times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 330 dmg (+0.8 AP)
if same, then 110 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 10% for the next cast (so only once, no stay or stack), gives you back 50 mana and deals 330 dmg physical (0.6 AP)
if same, then only 165 dmg (0.3 AP)
Lvl 3: you start with 4 keys Q, W, E and R channel time is 4.5 sec. first time you both have to choose out of the 4 keys, second time the key one you chose (the caster) will disappear and then you both have to choose again out of the 3 remaining keys (most to left is always default), third time the key that you just chose will also disappear, leaving only 2 keys from wich you have to choose again, all three times you have 1.5 sec to choose.
first time,
different keys, gives stun for the remaining channel time (so normally 1.5 if not interrupted) + 1 sec. and you deal 360 dmg (+0.8 AP)
if same, then 90 dmg (+0.26 AP)
second time,
different keys, reduces your CD's by 15% for the next cast (so only once, no stay or stack), gives you back 75 mana and deals 330 dmg physical (0.6 AP)
if same, then only 110 dmg (0.2 AP)
third time,
different keys, the enemy's innate (passive) is disabled for 8 sec (between 5 and 10) and you will deal 200 physical dmg (+0.5 AP) and 200 (+0.3AP) physical dmg over 5 sec.
if same, then only 100 dmg (+0.25 AP)
Cost, 200/250/300
Range, 450/500/550
Cooldown, 150/120/90 sec
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NOT FINISHED YET, so I would like to know what you guys think and what passive and Ult you would like to see.
I need your help, criticism, but please base/explain your reasons and statements, BE CONSTRUCTIVE.
sketch:
Dr. Phd. Bananenertönt (bananas sounds in german, I'm not german :p)
his dark magic robot suit (this is what you will look like ingame)
By d_zeno
Story:
Rumor has it that Dr. Phd. Bananenertönt is the result of Morgana and Heimedinger having coitus, what would explain his intelligence as well as his love and excellence at black/dark magic, but those are just rumors.Dr. Phd. Bananenertönt is the evil genius who stole Foresnova's air element, which he used to make his robot stronger. Now he is gonna try to take out Foresnova and take the other elements and so becoming a god, but this isn't gonna be so easy because Foresnova is being helped by the league so Dr. Phd. Bananenertönt has decided to join the dark side as he already loves it. The war is gonna be even fiercer with these two new champions of epic proportions.
~~~~~~~~~~~~~~~~~~~~~~~~
Explanation of abilities:
Q,
W,
E,
R,
~~~~~~~~~~~~~~~~~~~~~~~~
Updates:
21:00 - 31/05/2011 --> added stats to monsters from factory, melee damage 4/6/8/10/12, armor 2/6/10/14/18, magic resistance 8/9/10/11/12; caster health 225/275/325/375/425, damage 7.5/9/10.5/12/13.5, armor 8/9/10/11/12, magic resistance 2/6/10/14/18, mana 80/90/100/110/120.
Made the decision all scaling is AP
If there is anything you don't understand, just ask me, I will gladly explain it to you.
Also take a look at Foresnova click here.