[Sora No Otoshimono] Ikaros
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OmegaSui
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I_R_Warchief
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Anime Battle Characters :: Announcement and Site Related :: ABC Special Trash Bin :: Character Suggestions :: Pending Suggestions
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[Sora No Otoshimono] Ikaros
HERO NAME
Ikaros, Type-Alpha Angeloid
ANIME
Sora No Otoshimono
IMAGES
BACKGROUND (SPOILERS FOR 1ST ANIME SEASON AND MANGA VOL. 3)
STATUS
*Max Health*
==========
*Atk Speed*
==========
*Base Damage*
==========
*Defense*
==========
*Movement Speed*
==========
Attack Range: 128 (Melee)
Mana: 100 max, 0.5 mana/s regeneration, resurrects with 50 mana
Base Movement Speed: 325
Movement Type: Floating
STAT GROWTH
*Max Health*
=====
*Atk Speed*
=====
*Base Damage*
=====
GAMEPLAY SUMMARY
Ikaros specializes in long distance open warfare. Her Artemis missile array is a long range AoE nuke that also tracks her targets. Her self-repair ability and Aegis shield give her great staying power if she can control her engagements. Aegis can also significantly reduce the effect of AoE on her team. Sonic Wing allows her to quickly move to a safer distance or speed to her allies' aid, and also helps in farming. Normally lacking in physical damage output, those who engage her at close range may find her surprisingly formidable if she can activate Uranus Queen mode. Her Hephaestus cannon can deal massive damage at great range, though Ikaros may require allied disables to fully connect with it. If Hephaestus proves impractical, she can substitute it with Apollyon which still packs a fair punch. She is relatively weak in mid-range combat due to her melee attack range and the long cast times and cooldowns on her offensive abilities.
ABILITIES
DEFAULT SKILL
Self-Repair (C) [Active] [Damage Type:None]
Cures Ikaros of negative status effects and then restores a portion of lost health over a short period of time.
---------------------------------
Regenerates 15% of Ikaros' currently missing health per second.
Healing is canceled if she suffers any further damage.
Removes negative buffs at cast time.
---------------------------------
Target: Self
Cooldown: 60 seconds
Duration: 5 seconds
---------------------------------
Detailed Information
SKILL 1
Artemis (Q) [Active, Channeling] [Damage Type:Magical]
Ikaros bombards her enemies with a swarm of homing missiles.
---------------------------------
Applies a True Sight debuff to enemies in a target 350 AoE that lasts until channeling stops.
Launch 6 missiles per second while channeling for up to 3 seconds (max total 18 missiles).
Each missile targets a random enemy that has the True Sight debuff.
Each missile deals damage in a 250 AoE on impact.
---------------------------------
Level 1: 20 damage per missile (max 360 total damage per enemy)
Level 2: 36 damage per missile (max 648 total damage per enemy)
Level 3: 52 damage per missile (max 936 total damage per enemy)
Level 4: 68 damage per missile (max 1224 total damage per enemy)
Level 5: 84 damage per missile (max 1512 total damage per enemy)
---------------------------------
Target: Location AoE (350)
Duration: 3 seconds
Cast Range: 850
Cooldown: 25 seconds
---------------------------------
Detailed Information
Mechanics
Old Version
SKILL 2
Sonic Wing (W) [Active] [Damage Type:Magical]
Ikaros flies at supersonic speeds to the targeted location, with the resulting slipstream blasting all enemies in her path.
---------------------------------
Stuns enemies for 1.5 seconds and pushes them aside 250 distance.
Damages non-hero units.
1.5 seconds casting time.
---------------------------------
Level 1: Distance of up to 1000, 200 damage, 150 AoE.
Level 2: Distance of up to 1050, 400 damage, 175 AoE.
Level 3: Distance of up to 1100, 600 damage, 200 AoE.
Level 4: Distance of up to 1150, 800 damage, 225 AoE.
Level 5: Distance of up to 1200, 1000 damage, 250 AoE.
---------------------------------
Target: Location point
Cooldown: 24/22/20/18/16 seconds
---------------------------------
Mechanics
SKILL 3
Aegis (E) [Active, Autocastable] [Damage Type:None]
Summons a spherical barrier that has great health and regeneration. It protects Ikaros from further damage while it is maintained, and nearby allies can enter it to be protected as well.
---------------------------------
Ikaros becomes immobile and cannot attack.
All damage she receives is redirected to Aegis until deactivated or destroyed.
Deactivate Aegis by issuing a movement order or using an active ability/item.
Allies can share Aegis by move-clicking Ikaros and moving to within 300 AoE of her.
If Aegis is destroyed, it becomes unusable for 60 seconds.
---------------------------------
Level 1: 1000 health, 50 hp/s regeneration.
Level 2: 1500 health, 100 hp/s regeneration.
Level 3: 2000 health, 150 hp/s regeneration.
Level 4: 2500 health, 200 hp/s regeneration.
Level 5: 3000 health, 250 hp/s regeneration.
---------------------------------
Target: Self
Cooldown: 6 seconds
---------------------------------
Detailed Information
Mechanics
ULTIMATE
Uranus Queen (R) [Active] [Damage Type:None]
Activates Ikaros' battle mode, greatly enhancing her melee prowess and expanding her arsenal.
---------------------------------
Ikaros gains additional damage, base attack speed and armor.
She also gains access to her Apollyon and Hephaestus abilities. (NOTE: Only 1 can be used per Uranus Queen activation, and using them shortens or ends Uranus Queen mode)
Requires (but does not consume) 100 mana to activate.
Ikaros loses 2 mana/s while in Uranus Queen mode and drops out of it once at 50 or less mana.
Maximum duration is 25 seconds, less if Apollyon or Hephaestus are used.
---------------------------------
Level 1: 40% bonus damage, 0.8x base attack time, 6 armor.
Level 2: 60% bonus damage, 0.7x base attack time, 9 armor.
Level 3: 80% bonus damage, 0.65x base attack time, 12 armor.
---------------------------------
Target: Self
Cooldown: 60 seconds
(NOTE: time before reuse is longer in practice especially if Apollyon or Hephaestus are used as finishers due to mana requirements)
---------------------------------
Detailed Information
Mechanics
ULTIMATE SUB ABILITY 1
Apollyon (V) (requires Uranus Queen mode to be active) [Active] [Damage Type:Magical]
Draws, aims and fires an explosive energy arrow at a target location, expending 20 mana and shortening/ending Uranus Queen mode.
---------------------------------
2 second cast time.
Arrow deals damage in a 600 AoE around the target location with less damage being dealt to targets further from ground zero.
Ikaros gains sight of the target location until impact and 3 seconds afterward.
Ability level matches that of Uranus Queen.
---------------------------------
Level 1: 1200 to 600 damage.
Level 2: 1800 to 900 damage.
Level 3: 2400 to 1200 damage.
---------------------------------
Target: Location AoE (600)
Cast Range: 1200
Cooldown: 60 seconds, shared with Hephaestus
---------------------------------
Detailed Information
ULTIMATE SUB ABILITY 2
Hephaestus (R) (requires Uranus Queen mode to be active) [Active, Channeling] [Damage Type:Magical]
Summons and fires a large beam cannon at the targeted point, expending 50 mana and ending Uranus Queen mode in the process.
---------------------------------
3 second cast time. 1.5 seconds before firing, the path of the beam becomes visible to both allies and enemies.
The beam deals damage in a 200 width, 2000 range line while Ikaros channels for up to 3 seconds.
Ministuns affected enemies for 0.01 seconds and pushes them back 300 distance over 1 second in the beam's direction. These effects are applied only once per enemy.
Ability level matches that of Uranus Queen.
---------------------------------
Level 1: 800 damage per second.
Level 2: 1200 damage per second.
Level 3: 1600 damage per second.
---------------------------------
Target: Location point
Duration: 3 seconds
Cast Range: 1500
Cooldown: 60 seconds, shared with Apollyon
---------------------------------
Detailed Information
SYNERGIES
Self-Repair + Aegis: Aegis blocks incoming damage allowing use of Self-Repair in the heat of battle.
Artemis + Sonic Wing: Use Sonic Wing to get to a distance where Artemis can safely be used or close in after firing a full volley to finish off a target.
Sonic Wing + Aegis: If a round of AoE nukes is anticipated, quickly reach allies and use Aegis to protect them.
Sonic Wing + Apollyon/Hephaestus: Fly over and stun opponents to make it easier to connect with either nuke.
FINAL NOTES
My first suggestion! :D All numbers are subject to balancing, but what's most important is whether Ikaros' gameplay concept works well with the map. Comments and constructive criticism welcome.
CREDITS
Thanks to Aria.OwNs and OmegaSui for coaching on format and terminology, plus concept adjustments.
CHANGELOG
13-Aug-2011: Added some extra base stat information. Base MS was taken using Akiha and Black Star's in-game values.
14-Aug-2011: Corrected base damage growth. Ikaros' stat growths now match her starting stats, like other existing heroes. Also some misc. cosmetic fixes and tooltip additions.
16-Aug-2011: Reworked Artemis, old version is still available for viewing. Nerfed Hephaestus' damage and range but gave it a stun/knockback effect.
27-Aug-2011: Applied suggested tweaks to Self-Repair, Artemis, Aegis (also adjusted its description) and Hephaestus. Still considering a partial overhaul of her ult.
Ikaros, Type-Alpha Angeloid
ANIME
Sora No Otoshimono
IMAGES
- Spoiler:
BACKGROUND (SPOILERS FOR 1ST ANIME SEASON AND MANGA VOL. 3)
- Spoiler:
- Ikaros is an artificial humanoid created by the heavenly realm of Synapse and designed for strategic combat. Though her natural personality is kind and loving, her absolute loyalty to her celestial masters has led her to commit terrible acts of destruction. She is many thousands of years old; in the world of Sora no Otoshimono, it was Ikaros' divine arrow that smote the Tower of Babel.
(NOTE: This version of Ikaros is partly based on the SnO Manga due to the amount of modeling it could take to implement the anime's Uranus System.)
STATUS
*Max Health*
==========
*Atk Speed*
==========
*Base Damage*
==========
*Defense*
==========
*Movement Speed*
==========
Attack Range: 128 (Melee)
Mana: 100 max, 0.5 mana/s regeneration, resurrects with 50 mana
Base Movement Speed: 325
Movement Type: Floating
STAT GROWTH
*Max Health*
=====
*Atk Speed*
=====
*Base Damage*
=====
GAMEPLAY SUMMARY
Ikaros specializes in long distance open warfare. Her Artemis missile array is a long range AoE nuke that also tracks her targets. Her self-repair ability and Aegis shield give her great staying power if she can control her engagements. Aegis can also significantly reduce the effect of AoE on her team. Sonic Wing allows her to quickly move to a safer distance or speed to her allies' aid, and also helps in farming. Normally lacking in physical damage output, those who engage her at close range may find her surprisingly formidable if she can activate Uranus Queen mode. Her Hephaestus cannon can deal massive damage at great range, though Ikaros may require allied disables to fully connect with it. If Hephaestus proves impractical, she can substitute it with Apollyon which still packs a fair punch. She is relatively weak in mid-range combat due to her melee attack range and the long cast times and cooldowns on her offensive abilities.
ABILITIES
DEFAULT SKILL
Self-Repair (C) [Active] [Damage Type:None]
Cures Ikaros of negative status effects and then restores a portion of lost health over a short period of time.
---------------------------------
Regenerates 15% of Ikaros' currently missing health per second.
Healing is canceled if she suffers any further damage.
Removes negative buffs at cast time.
---------------------------------
Target: Self
Cooldown: 60 seconds
Duration: 5 seconds
---------------------------------
Detailed Information
- Spoiler:
- Heals just over half of the health Ikaros was missing at time of casting.
Damage blocked by Aegis does not cancel Self-Repair.
SKILL 1
Artemis (Q) [Active, Channeling] [Damage Type:Magical]
Ikaros bombards her enemies with a swarm of homing missiles.
---------------------------------
Applies a True Sight debuff to enemies in a target 350 AoE that lasts until channeling stops.
Launch 6 missiles per second while channeling for up to 3 seconds (max total 18 missiles).
Each missile targets a random enemy that has the True Sight debuff.
Each missile deals damage in a 250 AoE on impact.
---------------------------------
Level 1: 20 damage per missile (max 360 total damage per enemy)
Level 2: 36 damage per missile (max 648 total damage per enemy)
Level 3: 52 damage per missile (max 936 total damage per enemy)
Level 4: 68 damage per missile (max 1224 total damage per enemy)
Level 5: 84 damage per missile (max 1512 total damage per enemy)
---------------------------------
Target: Location AoE (350)
Duration: 3 seconds
Cast Range: 850
Cooldown: 25 seconds
---------------------------------
Detailed Information
- Spoiler:
- True Sight debuff is only applied to enemies in the target AoE at the start of channeling; enemies that enter afterward are not affected.
The debuff persists if an enemy leaves the target AoE and cannot be dispelled except when Ikaros stops channeling.
If no enemies are available, missiles target random points in the cast AoE.
Enemies can reduce the damage inflicted by spreading out so they aren't hit by nearby missile impacts.
Mechanics
- Spoiler:
- True Sight debuff is actually an invincible, unselectable dummy unit with True Sight that follows the affected unit, and is not based on Faerie Fire or Dust of Appearance.
Missiles launch in pairs from Ikaros' wings, so that's 2 missiles every 1/3 seconds.
Missiles start by moving outward from Ikaros and then curve toward their target.
Old Version
- Spoiler:
- After drawing a bead on a target, Ikaros unleashes a barrage of homing missiles.
---------------------------------
A debuff is placed on the target, giving True Sight until impact.
Number of missiles increases over time.
Missiles launch automatically once max number of missiles is reached.
Activate 'Launch Artemis' (Q) to launch available missiles prematurely.
Missiles will also launch early if Ikaros uses another active ability/item.
On impact, missiles deal damage in a 300 AoE around the target.
---------------------------------
Level 1: 75 damage per missile. Up to 4 missiles over 2 seconds.
Level 2: 150 damage per missile. Up to 4 missiles over 2 seconds.
Level 3: 150 damage per missile. Up to 6 missiles over 2.5 seconds.
Level 4: 200 damage per missile. Up to 6 missiles over 2.5 seconds.
Level 5: 200 damage per missile. Up to 8 missiles over 3 seconds.
---------------------------------
Target: Enemy unit
Cast Range: 800
Cooldown: 30 seconds
---------------------------------
Detailed Information
Artemis' icon is replaced with a 'Launch Artemis' ability while Ikaros arms her missiles.
Ikaros starts with 1 missile loaded and more are added over time up to the listed maximum.
Missiles launch as soon as Ikaros starts casting another ability.
Ikaros can fire from any distance.
True Sight lasts until 2 seconds after the final missile impacts.
Mechanics
Missiles are launched outward from Ikaros' wings (e.g. launching 5 missiles would launch 3 from one wing and 2 from the other) and home in on their target. Homing ability builds gradually over 2 seconds making each missile fly in an arc, meaning that they may have to circle a few times to strike enemies at close range. Each missile's movespeed starts at 500 and accelerates to 2000 over 2 seconds. Missiles deal damage individually.
SKILL 2
Sonic Wing (W) [Active] [Damage Type:Magical]
Ikaros flies at supersonic speeds to the targeted location, with the resulting slipstream blasting all enemies in her path.
---------------------------------
Stuns enemies for 1.5 seconds and pushes them aside 250 distance.
Damages non-hero units.
1.5 seconds casting time.
---------------------------------
Level 1: Distance of up to 1000, 200 damage, 150 AoE.
Level 2: Distance of up to 1050, 400 damage, 175 AoE.
Level 3: Distance of up to 1100, 600 damage, 200 AoE.
Level 4: Distance of up to 1150, 800 damage, 225 AoE.
Level 5: Distance of up to 1200, 1000 damage, 250 AoE.
---------------------------------
Target: Location point
Cooldown: 24/22/20/18/16 seconds
---------------------------------
Mechanics
- Spoiler:
- Ikaros has control disabled and undergoes triggered movement at 2000 speed.
Ignores pathing.
Ikaros is not invulnerable, but disables do not stop her movement.
SKILL 3
Aegis (E) [Active, Autocastable] [Damage Type:None]
Summons a spherical barrier that has great health and regeneration. It protects Ikaros from further damage while it is maintained, and nearby allies can enter it to be protected as well.
---------------------------------
Ikaros becomes immobile and cannot attack.
All damage she receives is redirected to Aegis until deactivated or destroyed.
Deactivate Aegis by issuing a movement order or using an active ability/item.
Allies can share Aegis by move-clicking Ikaros and moving to within 300 AoE of her.
If Aegis is destroyed, it becomes unusable for 60 seconds.
---------------------------------
Level 1: 1000 health, 50 hp/s regeneration.
Level 2: 1500 health, 100 hp/s regeneration.
Level 3: 2000 health, 150 hp/s regeneration.
Level 4: 2500 health, 200 hp/s regeneration.
Level 5: 3000 health, 250 hp/s regeneration.
---------------------------------
Target: Self
Cooldown: 6 seconds
---------------------------------
Detailed Information
- Spoiler:
- Ikaros can maintain Aegis indefinitely as long as it isn't destroyed. Being silenced or disabled while Aegis is active does not shut it down.
If autocast is activated (and Ikaros is not silenced or disabled beforehand) she will summon Aegis upon receiving any damage from another hero and redirect that damage instance to Aegis. She will interrupt most of her other abilities to do this except during the movement of Sonic Wing.
Aegis' health is tracked at all times as if it were a separate unit that is normally hidden from play. Shutting it down and then reactivating it does not replenish it, but it will benefit from its natural regeneration while deactivated.
Allied heroes can enter Aegis by move-clicking Ikaros while Aegis is active. When close enough, they become protected from further attack but unable to act until they leave. A hero cannot re-enter Aegis until 3 seconds after exiting it.
After Aegis is destroyed and 60 seconds have passed it is resurrected with 1 hp and must regenerate the rest on its own. Excess damage from Aegis' destruction is passed on to Ikaros. Allies being protected at the time return to normal.
Mechanics
- Spoiler:
- Upon activation Ikaros becomes frozen to the spot and has her attack disabled. Aegis' icon is replaced with a 'Deactivate Aegis' ability. Aegis is also deactivated if Ikaros moves or uses an active ability/item. As Ikaros is not technically channeling, disables do not shut down Aegis although stuns do prevent her from shutting it down.
While active, all damage Ikaros suffers is negated and deducted from Aegis' health instead as long as it has sufficient health. If a damage instance ever exceeds Aegis health it is destroyed and Ikaros suffers the leftover damage as normal. Ikaros' max and current mana are changed to show Aegis max and current health. This is purely cosmetic and Ikaros' actual mana is not affected.
Allied heroes may enter and be protected by Aegis if they are within a 300 AoE around Ikaros and have been given orders to move to her since Aegis' activation. Heroes who enter Aegis are teleported next to Ikaros and hidden from view using a temporary ladder Phase Shift ability. Unselectable but visually identical dummy units appear at their new positions. A small energy ripple at the point of entry helps indicate when entry is successful. Breaking Phase Shift removes the hero's corresponding dummy unit and teleports the hero 100 distance away from Ikaros. If an allied hero tries to re-enter Aegis too soon after exiting, nothing happens until the time limit has passed. After the time limit, they will re-enter Aegis as normal if entry conditions are met.
Destroying Aegis replaces its ability icon with a dummy ability (preferably with a broken shield icon) with a 60 second cooldown. The dummy ability is then activated and replaced with Aegis once its cooldown is up.
ULTIMATE
Uranus Queen (R) [Active] [Damage Type:None]
Activates Ikaros' battle mode, greatly enhancing her melee prowess and expanding her arsenal.
---------------------------------
Ikaros gains additional damage, base attack speed and armor.
She also gains access to her Apollyon and Hephaestus abilities. (NOTE: Only 1 can be used per Uranus Queen activation, and using them shortens or ends Uranus Queen mode)
Requires (but does not consume) 100 mana to activate.
Ikaros loses 2 mana/s while in Uranus Queen mode and drops out of it once at 50 or less mana.
Maximum duration is 25 seconds, less if Apollyon or Hephaestus are used.
---------------------------------
Level 1: 40% bonus damage, 0.8x base attack time, 6 armor.
Level 2: 60% bonus damage, 0.7x base attack time, 9 armor.
Level 3: 80% bonus damage, 0.65x base attack time, 12 armor.
---------------------------------
Target: Self
Cooldown: 60 seconds
(NOTE: time before reuse is longer in practice especially if Apollyon or Hephaestus are used as finishers due to mana requirements)
---------------------------------
Detailed Information
- Spoiler:
- Ikaros must choose between using Apollyon (less expensive and easier to connect with) or Hephaestus (much higher potential damage, but requires assistance to maximize) as only one can be used for each activation of Uranus Queen.
Mechanics
- Spoiler:
- Ikaros switches to an alternate form with red eyes, a halo and a more imperious stance. Bonus damage comes from a command aura from a hidden dummy unit while base attack time and bonus armor are part of her new form's base attributes. Apollyon appears as an extra ability, but Hephaestus replaces Uranus Queen's icon for its duration. Uranus Queen will not end while Ikaros is executing Apollyon or Hephaestus; she will wait until either move finishes execution before returning to normal.
ULTIMATE SUB ABILITY 1
Apollyon (V) (requires Uranus Queen mode to be active) [Active] [Damage Type:Magical]
Draws, aims and fires an explosive energy arrow at a target location, expending 20 mana and shortening/ending Uranus Queen mode.
---------------------------------
2 second cast time.
Arrow deals damage in a 600 AoE around the target location with less damage being dealt to targets further from ground zero.
Ikaros gains sight of the target location until impact and 3 seconds afterward.
Ability level matches that of Uranus Queen.
---------------------------------
Level 1: 1200 to 600 damage.
Level 2: 1800 to 900 damage.
Level 3: 2400 to 1200 damage.
---------------------------------
Target: Location AoE (600)
Cast Range: 1200
Cooldown: 60 seconds, shared with Hephaestus
---------------------------------
Detailed Information
- Spoiler:
- Mana is drained only once the arrow is launched.
Damage declines linearly from its maximum at ground zero to its minimum at the edge of Apollyon's radius.
Causes screen shake on impact.
ULTIMATE SUB ABILITY 2
Hephaestus (R) (requires Uranus Queen mode to be active) [Active, Channeling] [Damage Type:Magical]
Summons and fires a large beam cannon at the targeted point, expending 50 mana and ending Uranus Queen mode in the process.
---------------------------------
3 second cast time. 1.5 seconds before firing, the path of the beam becomes visible to both allies and enemies.
The beam deals damage in a 200 width, 2000 range line while Ikaros channels for up to 3 seconds.
Ministuns affected enemies for 0.01 seconds and pushes them back 300 distance over 1 second in the beam's direction. These effects are applied only once per enemy.
Ability level matches that of Uranus Queen.
---------------------------------
Level 1: 800 damage per second.
Level 2: 1200 damage per second.
Level 3: 1600 damage per second.
---------------------------------
Target: Location point
Duration: 3 seconds
Cast Range: 1500
Cooldown: 60 seconds, shared with Apollyon
---------------------------------
Detailed Information
- Spoiler:
- Mana is drained only once the cannon is fired, i.e. when channeling starts.
Enemies are stunned and knocked back only when they first take damage from the beam; an enemy who has already been stunned by this casting of Hephaestus can walk in and out of the beam without being stunned again, though they may still suffer damage.
The cannon is summoned in front of Ikaros and may miss enemies that are right next to her.
The cannon itself is just a visual effect, i.e. it does not affect pathing and cannot be targeted.
Causes screen shake while firing.
SYNERGIES
Self-Repair + Aegis: Aegis blocks incoming damage allowing use of Self-Repair in the heat of battle.
Artemis + Sonic Wing: Use Sonic Wing to get to a distance where Artemis can safely be used or close in after firing a full volley to finish off a target.
Sonic Wing + Aegis: If a round of AoE nukes is anticipated, quickly reach allies and use Aegis to protect them.
Sonic Wing + Apollyon/Hephaestus: Fly over and stun opponents to make it easier to connect with either nuke.
FINAL NOTES
My first suggestion! :D All numbers are subject to balancing, but what's most important is whether Ikaros' gameplay concept works well with the map. Comments and constructive criticism welcome.
CREDITS
Thanks to Aria.OwNs and OmegaSui for coaching on format and terminology, plus concept adjustments.
CHANGELOG
13-Aug-2011: Added some extra base stat information. Base MS was taken using Akiha and Black Star's in-game values.
14-Aug-2011: Corrected base damage growth. Ikaros' stat growths now match her starting stats, like other existing heroes. Also some misc. cosmetic fixes and tooltip additions.
16-Aug-2011: Reworked Artemis, old version is still available for viewing. Nerfed Hephaestus' damage and range but gave it a stun/knockback effect.
27-Aug-2011: Applied suggested tweaks to Self-Repair, Artemis, Aegis (also adjusted its description) and Hephaestus. Still considering a partial overhaul of her ult.
Last edited by I_R_Warchief on 9/9/2011, 11:00 pm; edited 98 times in total
I_R_Warchief- Noob Member
- Posts : 13
Join date : 2011-08-07
Country : Australia
Re: [Sora No Otoshimono] Ikaros
Wtf is this dude, you serious?.
You don't know how to use Space Bar or Enter/Intro? For god sake.
This is a mess. Fix it or it will be trashed.
You don't know how to use Space Bar or Enter/Intro? For god sake.
This is a mess. Fix it or it will be trashed.
Aria.OwNs- Respected: Retired Team
- Posts : 743
Join date : 2011-02-20
Country : Spain
Re: [Sora No Otoshimono] Ikaros
Basically. This is rather too messy. I dont wanna mess with it just now. Kthxbai.
Re: [Sora No Otoshimono] Ikaros
Feel free to join the chat box and ask Sui or me for help.
We will help you to fix/improve your request as much as possible.
We will help you to fix/improve your request as much as possible.
Aria.OwNs- Respected: Retired Team
- Posts : 743
Join date : 2011-02-20
Country : Spain
Re: [Sora No Otoshimono] Ikaros
Overhauled the initial suggestion thanks to prompt feedback. I'm still a bit worried if Aegis is possible to implement. I'm also wondering if her ultimate (a choice between increased DPS, an easy to use nuke, and a hard-to-land but deadly nuke) is possible to balance, assuming it isn't already.
If you have questions or reservations regarding the function or mechanics of certain skills, the Detailed Information and Mechanics sections may answer your queries.
EDIT: I'm leaving out exact numbers for BAT, cast point, move speed and attack range at the moment because I'm not sure what the standard values are in this map, nor do I know if those values could change over future versions.
If you have questions or reservations regarding the function or mechanics of certain skills, the Detailed Information and Mechanics sections may answer your queries.
EDIT: I'm leaving out exact numbers for BAT, cast point, move speed and attack range at the moment because I'm not sure what the standard values are in this map, nor do I know if those values could change over future versions.
I_R_Warchief- Noob Member
- Posts : 13
Join date : 2011-08-07
Country : Australia
Re: [Sora No Otoshimono] Ikaros
Aria.OwNs wrote:Wtf is this dude, you serious?.
You don't know how to use Space Bar or Enter/Intro? For god sake.
This is a mess. Fix it or it will be trashed.
Aria, rules are rules
BTW, have you ever saw that. I didn't noticed that..
Nice ABC Supporter Very Superb...
Re: [Sora No Otoshimono] Ikaros
Well... in Aria's defense, this suggestion was a lot worse when he first saw it. It was basically a big info dump with only basic formatting. Plus, some of the skill concepts needed heavy adjustment.
Nice to know that it's at least readable now, though I might still have to clarify some of the mechanics later on.
Nice to know that it's at least readable now, though I might still have to clarify some of the mechanics later on.
I_R_Warchief- Noob Member
- Posts : 13
Join date : 2011-08-07
Country : Australia
Re: [Sora No Otoshimono] Ikaros
Well, if you know better, Aria's always like that. The term is, well, Tsundere ? Aria's wording may sounds harsh, but inside, Aria is just wishing for you the best~
Sh*t i've read too much...cheezy lovy-dovy
Sh*t i've read too much...cheezy lovy-dovy
Re: [Sora No Otoshimono] Ikaros
Updated with images and some extra stat info. Movespeed was taken using the -MS command on Akiha and Black Star in-game. I'm also thinking if Artemis could be changed to better fit Ikaros' long range theme and its usage in the anime by increasing its cast range/AoE but making it channeling DPS. Something like the following:
Artemis (Q) [Active, Channeling] [Damage Type:Magical]
Ikaros bombards a group of enemies with a barrage of homing missiles.
---------------------------------
Adds a True Sight debuff to enemies in a 350 AoE that lasts until channeling stops.
Launch 6 missiles per second while channeling.
Each missile targets a random enemy that has the True Sight debuff.
Each missile deals damage in a 250 AoE on impact.
---------------------------------
Level 1: 20 damage per missile (max 360 total damage per enemy)
Level 2: 36 damage per missile (max 648 total damage per enemy)
Level 3: 52 damage per missile (max 936 total damage per enemy)
Level 4: 68 damage per missile (max 1224 total damage per enemy)
Level 5: 84 damage per missile (max 1512 total damage per enemy)
---------------------------------
Duration: 3 seconds
Cast Range: 850
Cooldown: 30 seconds
This should work especially well for farming neutrals as they won't be smart enough to split up, and it can still deal good damage to single heroes if casting is well placed (i.e. nothing else is in cast range).
EDIT: Reduced damage and missile count.
EDIT2: Whoops, AoE should have been diameter instead of radius. A bit smaller than Miku's grenade should be OK, since the explosions extend a bit beyond that.
Artemis (Q) [Active, Channeling] [Damage Type:Magical]
Ikaros bombards a group of enemies with a barrage of homing missiles.
---------------------------------
Adds a True Sight debuff to enemies in a 350 AoE that lasts until channeling stops.
Launch 6 missiles per second while channeling.
Each missile targets a random enemy that has the True Sight debuff.
Each missile deals damage in a 250 AoE on impact.
---------------------------------
Level 1: 20 damage per missile (max 360 total damage per enemy)
Level 2: 36 damage per missile (max 648 total damage per enemy)
Level 3: 52 damage per missile (max 936 total damage per enemy)
Level 4: 68 damage per missile (max 1224 total damage per enemy)
Level 5: 84 damage per missile (max 1512 total damage per enemy)
---------------------------------
Duration: 3 seconds
Cast Range: 850
Cooldown: 30 seconds
This should work especially well for farming neutrals as they won't be smart enough to split up, and it can still deal good damage to single heroes if casting is well placed (i.e. nothing else is in cast range).
EDIT: Reduced damage and missile count.
EDIT2: Whoops, AoE should have been diameter instead of radius. A bit smaller than Miku's grenade should be OK, since the explosions extend a bit beyond that.
Last edited by I_R_Warchief on 8/16/2011, 11:26 am; edited 4 times in total (Reason for editing : Typos)
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
Well, the idea is good...
and from my creation of the spells( i did them just to see how they would look), my opinion is:
Great idea, it would be good, but too powerful, my example is artemis, that have his damage a litthe hight, and it has the samelook as the first spell of BRS (Mato Kutoi).
and from my creation of the spells( i did them just to see how they would look), my opinion is:
Great idea, it would be good, but too powerful, my example is artemis, that have his damage a litthe hight, and it has the samelook as the first spell of BRS (Mato Kutoi).
Dravirus- Noob Member
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Re: [Sora No Otoshimono] Ikaros
Thanks! Any suggestion on which numbers to tweak and how? For example, would about 1500 damage on Artemis be reasonable for a 30 sec cooldown nuke?
And yeah, it's a bit tricky to come up with a unique spell based on homing missiles without making it too complicated. I was hoping the brief true sight would give it enough flavour.
And yeah, it's a bit tricky to come up with a unique spell based on homing missiles without making it too complicated. I was hoping the brief true sight would give it enough flavour.
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
hey warchief, you must improve your ikaros...
I want to see her competitive skills against failgays....
Keep it up......
Another Beam User
I want to see her competitive skills against failgays....
Keep it up......
Another Beam User
Re: [Sora No Otoshimono] Ikaros
Yeah. Nice work overall and about the Hephaestus charge, example Level 3 Hephaestus which charged up for 2.4s, does that mean it's damage is 1600*2.4 or 1600*2 only?
jib123- Addicted Member
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Re: [Sora No Otoshimono] Ikaros
Hephaestus doesn't actually have a charge/release mechanism like that (though it's a nice idea, might steal it >.>). The skill starts with a fixed 3 second casting time, after which Ikaros begins channeling. As she channels, the cannon fires and does constant damage per second in its path. The cannon stops firing if Ikaros stops channeling, and she can channel for up to 4 seconds.
So, if uninterrupted, the whole sequence takes 7 seconds to play out.
EDIT: You could see it as a slower, stronger version of Nanoha's Divine Buster. Which probably means I need to change it a bit to make it more unique. Might add some knockback or something.
EDIT 2: If you meant whether channeling Hephaestus for 2.4 seconds does 1600*2.4 damage, then yes it would, assuming her enemy stays in the beam's path all that time. Though it will deal a total of 1600 damage each second, that damage will dealt in smaller increments (probably 160 damage every 0.1 seconds).
So, if uninterrupted, the whole sequence takes 7 seconds to play out.
EDIT: You could see it as a slower, stronger version of Nanoha's Divine Buster. Which probably means I need to change it a bit to make it more unique. Might add some knockback or something.
EDIT 2: If you meant whether channeling Hephaestus for 2.4 seconds does 1600*2.4 damage, then yes it would, assuming her enemy stays in the beam's path all that time. Though it will deal a total of 1600 damage each second, that damage will dealt in smaller increments (probably 160 damage every 0.1 seconds).
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
wait wait wait.... 2 Ikaros? pending and declined section?
however, you are lucky if whos that user doesnt update his/her Ikaros at the declined..
Good luck for your suggestion...
however, you are lucky if whos that user doesnt update his/her Ikaros at the declined..
Good luck for your suggestion...
Re: [Sora No Otoshimono] Ikaros
wtf Level 3: 1500 damage per second.
4 sec is OP :D
4 sec is OP :D
DeMons- Experienced Member
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Re: [Sora No Otoshimono] Ikaros
Thanks for the feedback!
DeMons:
Would 1250 dps (5000 total) be balanced? Bear in mind that the damage must be high enough to offset the skill's weaknesses (cast time, mana cost, channeling).
OmegaSui:
You mean Apollyon? Would adding a charge-for-extra damage mechanic (a la DotA's KotL) help here?
Edit: Is it possible to edit the raw bbcode behind a post? There are some formatting errors in the suggestion that I can't get rid of (e.g. that wierd extra bar in the old version of Artemis). I've tried cutting it out and retyping it all in plain text before changing font colour, but no go.
DeMons:
Would 1250 dps (5000 total) be balanced? Bear in mind that the damage must be high enough to offset the skill's weaknesses (cast time, mana cost, channeling).
OmegaSui:
You mean Apollyon? Would adding a charge-for-extra damage mechanic (a la DotA's KotL) help here?
Edit: Is it possible to edit the raw bbcode behind a post? There are some formatting errors in the suggestion that I can't get rid of (e.g. that wierd extra bar in the old version of Artemis). I've tried cutting it out and retyping it all in plain text before changing font colour, but no go.
Last edited by I_R_Warchief on 8/25/2011, 6:58 pm; edited 1 time in total
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
Dude, 5k DMG without any effect is a plain nuke, plain nukes = no no thx.
5k DMG with a debuff or any different effect is too imba.
Low DMG skills + Imba Original Unique Effect >>>>> Plain Overused Nuke.
5k DMG with a debuff or any different effect is too imba.
Low DMG skills + Imba Original Unique Effect >>>>> Plain Overused Nuke.
Aria.OwNs- Respected: Retired Team
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Re: [Sora No Otoshimono] Ikaros
Is 4000 damage (+1 sec stun) reasonable? Or is the concept fundamentally broken?
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
Stun and Slow is overused. O-ri-gi-na-li-ty du-de.
Aria.OwNs- Respected: Retired Team
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Re: [Sora No Otoshimono] Ikaros
Can we afford to stray from the source material then, there is such a need to fit niches?
Not to mention this is one part of a multi-part ultimate. The components may be simple, but I hoped that choosing between them may make it interesting in practice.
EDIT: Although the whole point of Hephaestus and Apollyon are high-damage finishers, would making them do a % of Ikaros' max health make them more appropriate? Again, keep in mind that she has a 3 part ultimate (self buff -> 1 of 2 possible finishers) so neither of them should be too complicated.
Not to mention this is one part of a multi-part ultimate. The components may be simple, but I hoped that choosing between them may make it interesting in practice.
EDIT: Although the whole point of Hephaestus and Apollyon are high-damage finishers, would making them do a % of Ikaros' max health make them more appropriate? Again, keep in mind that she has a 3 part ultimate (self buff -> 1 of 2 possible finishers) so neither of them should be too complicated.
I_R_Warchief- Noob Member
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Re: [Sora No Otoshimono] Ikaros
I_R_Warchief wrote:Can we afford to stray from the source material then, there is such a need to fit niches?
Not to mention this is one part of a multi-part ultimate. The components may be simple, but I hoped that choosing between them may make it interesting in practice.
EDIT: Although the whole point of Hephaestus and Apollyon are high-damage finishers, would making them do a % of Ikaros' max health make them more appropriate? Again, keep in mind that she has a 3 part ultimate (self buff -> 1 of 2 possible finishers) so neither of them should be too complicated.
I agree with idea of simplicity in design but practical in use.
Though I'm sure that ABC already has too many %Hp damage skills for my tastes. Those types of skills are ok on their own, one or two for specific tank killers. But too much of them screw the game balance up. Casters become tank killers, carries become tank killers = there is no such thing as a fking tank anymore. This applies to ABC because everyone rushes MH and depending on hero, they either rush more MH or sealingwand+glove/gaebolg, and so making them either % of caster's health or % of targets health doesn't really mean much. And would actually be more gay if Ikaros doesn't have a skill based on another stat type, which iirc she doesn't?
In terms of originality nukes are fine, you are going to deal damage one way or another anyway right? Just how that damage is dealt, through conditions like unit does not move out of rect for Ancient Apparitions whatevershit that is I forgot.
Artemis's CD is a tad bit too long imo. Compared to other heroes and their nukes which are generally around the 20~25 second mark.
Right now, Aegis works well for Ikaros but her team would probably find it hard to make use of it. Since in the midst of a battle you would have to stand exactly beside someone. And with the amount of AoE nukes flying around it's generally not a good idea to stand too close. Perhaps increase it to around 300~400 radius?
Btw, why have 100MP? Afaik, there are no skills with mana costs directly on the skills themselves but have triggered reductions.
For Hephaestus, I think that having the damage over 3 seconds would be better, just with a smaller ministun or just the push. I fine it hard to believe people wouldn't just walk out of the path in 1 second, since 400 MS isn't hard to get... And having just the seconds which the beam path is visible is more then enough for people to dodge it already, having it at 1.5 seconds and leaving the cast time would be better, since then you would need some reaction to dodge it. Unlike BRS's inb4 1 second charge lazor. And well, getting stunned from a beam is weird.
Nuuby- Experienced Member
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Re: [Sora No Otoshimono] Ikaros
Good stuff there, thanks.
Hmm... hypothetically, if the bonus armor was removed or replaced with bonus hit points, would that be enough to split viable item builds between +Atk Speed/Base Damage (for DPS during Uranus Queen mode) and +Max Health/Defense (for tanking and boosting Apollyon/Hephaestus' damage)? Or would it still be better to keep her ult as it currently is?
I'll apply the adjustments to Artemis and Aegis that you described, as well as Hephaestus subject to further tweaking.
True that she doesn't have any skills explicitly reliant on other stats, but Uranus Queen mode is intended to scale well with Atk Speed (due to reduced BAT) and Base Damage (due to % damage bonus). The bonus armor (which may need nerfing, based on feedback for other character suggestions) does scale pretty well with Max Health, but not quite as well.And would actually be more gay if Ikaros doesn't have a skill based on another stat type, which iirc she doesn't?
Hmm... hypothetically, if the bonus armor was removed or replaced with bonus hit points, would that be enough to split viable item builds between +Atk Speed/Base Damage (for DPS during Uranus Queen mode) and +Max Health/Defense (for tanking and boosting Apollyon/Hephaestus' damage)? Or would it still be better to keep her ult as it currently is?
Her MP is used to vary Uranus Queen's effective cooldown (since it's not possible to change ability cooldowns dynamically AFAIK) as well as its duration (due to dropping out of it when at 50 or less MP and draining 2MP/sec). She needs a full 100MP to activate Uranus Queen mode (technically it costs 100MP to activate but restores it immediately upon activation), and how much MP she is left with varies on which finisher she uses and when she uses it. Some example scenarios:Btw, why have 100MP? Afaik, there are no skills with mana costs directly on the skills themselves but have triggered reductions.
- Neither Apollyon/Hephaestus used -> left with 50MP, needs 100 seconds to use Uranus Queen mode again.
- Apollyon used when almost down to 50MP-> left with about 30MP, needs about 140 seconds to use Uranus Queen mode again.
- Hephaestus used when almost down to 50MP-> left with close to 0MP, needs about 200 seconds to use Uranus Queen mode again.
- Apollyon used at start of Uranus Queen mode-> left with about 80MP, Uranus Queen mode lasts only 15 seconds instead of a full 25 seconds.
- Hephaestus used at start of Uranus Queen mode-> left with about 50MP, Uranus Queen mode ends immediately and she needs about 100 seconds to use Uranus Queen mode again.
I'll apply the adjustments to Artemis and Aegis that you described, as well as Hephaestus subject to further tweaking.
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