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[Sora No Otoshimono] Ikaros

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iincyo
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[Sora No Otoshimono] Ikaros Empty [Sora No Otoshimono] Ikaros

Post by I_R_Warchief 8/7/2011, 11:41 pm

HERO NAME
Ikaros, Type-Alpha Angeloid

ANIME
Sora No Otoshimono

IMAGES
Spoiler:

BACKGROUND (SPOILERS FOR 1ST ANIME SEASON AND MANGA VOL. 3)
Spoiler:


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:

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:

M
echanics
Spoiler:

O
ld Version
Spoiler:


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:

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:

Mechanics
Spoiler:


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:

Mechanics
Spoiler:


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:


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:


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

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Post by Aria.OwNs 8/7/2011, 11:43 pm

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.
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Post by OmegaSui 8/7/2011, 11:43 pm

Basically. This is rather too messy. I dont wanna mess with it just now. Kthxbai.
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Post by Aria.OwNs 8/7/2011, 11:52 pm

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.
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Post by I_R_Warchief 8/8/2011, 2:00 pm

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.

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Post by iincyo 8/8/2011, 3:09 pm

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...
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Post by I_R_Warchief 8/8/2011, 3:26 pm

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.

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Post by OmegaSui 8/8/2011, 3:39 pm

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
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Post by iincyo 8/8/2011, 9:05 pm

Grrrr~~~
How sweet
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Post by I_R_Warchief 8/13/2011, 9:42 am

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.


Last edited by I_R_Warchief on 8/16/2011, 11:26 am; edited 4 times in total (Reason for editing : Typos)

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Post by Dravirus 8/13/2011, 10:13 am

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).
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Post by I_R_Warchief 8/13/2011, 3:51 pm

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.

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Post by iincyo 8/13/2011, 8:21 pm

hey warchief, you must improve your ikaros...
I want to see her competitive skills against failgays....

Keep it up......

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Post by jib123 8/14/2011, 6:09 pm

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?
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Post by I_R_Warchief 8/14/2011, 10:10 pm

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. [Sora No Otoshimono] Ikaros 253468018 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).

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Post by iincyo 8/24/2011, 4:33 pm

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...
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Post by DeMons 8/24/2011, 8:15 pm

wtf Level 3: 1500 damage per second.

4 sec is OP :D
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Post by OmegaSui 8/24/2011, 8:24 pm

Ulti looks like Nanoha's to me.
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Post by I_R_Warchief 8/25/2011, 6:53 pm

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.


Last edited by I_R_Warchief on 8/25/2011, 6:58 pm; edited 1 time in total

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Post by Aria.OwNs 8/25/2011, 6:57 pm

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.
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Post by I_R_Warchief 8/25/2011, 7:02 pm

Is 4000 damage (+1 sec stun) reasonable? Or is the concept fundamentally broken?

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Post by Aria.OwNs 8/25/2011, 7:07 pm

Stun and Slow is overused. O-ri-gi-na-li-ty du-de.
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Post by I_R_Warchief 8/25/2011, 7:13 pm

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.

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Post by Nuuby 8/27/2011, 9:14 am

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.

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Post by I_R_Warchief 8/27/2011, 2:25 pm

Good stuff there, thanks.

And would actually be more gay if Ikaros doesn't have a skill based on another stat type, which iirc she doesn't?
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.

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?

Btw, why have 100MP? Afaik, there are no skills with mana costs directly on the skills themselves but have triggered reductions.
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:


  • 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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