Friday, December 28, 2012

Sakuya, the Perfect and Elegant Maid [FINALE]

Sakuya, the Perfect and Elegant Maid

The Scarlet Devil Mansion's lord couldn't come here alone, right?
 
Power: 11 + 1.05. 
Attack: 62 + 3.35.
Spirit: 67 + 4.55.

Role: Carry, Attack, Crowd-controller, Ganker.
Range: 400.
Speed: 300.
Base Attack Time: 1.08.
Ability System: Skill.
Hp:
480.
Mp: 270.
Hp Growth: +238.
Mp Growth: +63.
AS Bonus: +2%.

Skills: Inflation Square, Killing Doll, Deflation World.
Ultimate: Sakuya's World.
Special: Elegance.


Skill 1 - Inflation Square

Sakuya teleports to the target point, surrounding it with eight daggers that close to the center. Each dagger deals damage to one enemy only.




Level 1 - Each dagger does 30 damage.
Level 2 - Each dagger does 60 damage.
Level 3 - Each dagger does 90 damage.
Level 4 - Each dagger does 120 damage.
Level 5 - Each dagger does 150 damage.


Damage: 20%.
Damage: 35%.
Mp: 40/45/50/55/60.
Cooldown:  13/12/11/10/9 seconds.


Skill 2 - Killing Doll

Throws a fan of twelve daggers in the targeted direction, each dealing damages they hit and slow their movement speed by 15%.
Slow effects are accumulative.


 

Level 1 - Each dagger does 45 damage.
Level 2 - Each dagger does 85 damage.
Level 3 - Each dagger does 125 damage.
Level 4 - Each dagger does 165 damage.
Level 5 - Each dagger does 205 damage.


Damage: 30%.

Damage: 20%.
Mp:  25/30/35/40/45.
Cooldown:  13/11/9/7/5 seconds.



Skill 3 - Deflation World

Sakuya prepares a single dagger for up to 6 seconds, showing a mark only to the caster for the duration that variates in a red, green and blue sequence.
On second cast, Sakuya throws the dagger in the selected direction, dealing damage and slowing speed of the enemy hit for 2 seconds if red, restoring some HP to the caster by dealing a killing blow to the enemy hit if green, or stunning the enemy hit for a brief duration.
The true dagger can only be seen by the owner as an illusory dagger is set up to confuse enemies.

Base damage depends on current level of Inflation Square and Killing Doll.

Level 1 - Slows by 20% / heals 35 health / stuns for 0.5 seconds.
Level 2 - Slows by 25% / heals 65 health / stuns for 0.75 seconds.
Level 3 - Slows by 30% / heals 95 health / stuns for 1 second.
Level 4 - Slows by 35% / heals 125 health / stuns for 1.25 seconds.
Level 5 - Slows by 40% / heals 155 health / stuns for 1.5 seconds.



Damage: 35%.
Damage: 45%.
Mp:  30.
Cooldown:  8.5 seconds.


Ultimate - Sakuya's World

Creates a time-locking reality in the target area for up to 4 seconds, stopping units within from doing any action and granting them immunity.
Sakuya can freely move within the area.
Can be cast again to finish the effects of this ability.


Mp:  100/50/0.
Cooldown:  90/75/60 seconds.




Unique - Elegance

After each spell cast, Sakuya increases her Attack by 12 for up to four seconds. Effect stacks up to five times.
When hitting an enemy with an ability, if Sakuya has at least four stacks, she dispels herself, resetting stacks to one.

 

Thursday, December 20, 2012

Letty, the Winter Fairy [FINALE]

Letty, the Winter Fairy

Winter has come.
Power: 9 + 0.8. 
Attack: 65 + 3.4.
Spirit: 71 + 4.05.

Role: Support, CCer, Ganker.
Range: 400.

Speed: 290.
Base Attack Time: 1.12.
Ability System: Skill.
Hp:
460.
Mp: 315.
Hp Growth: +244.
Mp Growth: +63.
AS Bonus: +2%.

Skills: Winter Blast, Snow Storm, Frost Barrier.
Ultimate: Chilling Curse.
Special: Winter Pressence.


Skill 1 - Winter Blast

A magical, icy missile is thrown at the enemy, dealing poor damage to and stunning it on impact.
The missile explodes if it has traveled too far.



 
Level 1 - Deals 40 damage, stuns for 0.75 seconds.
Level 2 - Deals 70 damage, stuns for 1 second.
Level 3 - Deals 100 damage, stuns for 1.25 seconds.
Level 4 - Deals 130 damage, stuns for 1.5 seconds.
Level 5 - Deals 160 damage, stusn for 1.75 seconds.


Damage: 30%.
Mp:  50/55/60/65/70.
Cooldown:  15/14/13/12/11 seconds.




Skill 2 - Snow Storm
 
A blizzard strikes the target area for 10 seconds, slowing enemies as they stay within.
Letty can activate this ability again to accumulate the storm in a single shot, shooting out a freezing missile from the center of the storm in the selected point, damaging the first enemy it hits and ensnaring it.
Ensnare lasts longer the more the blizzard was active
.

Level 1 - Slows enemies by 10%, missile deals 90 damage.
Level 2 - Slows enemies by 13%, missile deals 150 damage.
Level 3 - Slows enemies by 16%, missile deals 210 damage.
Level 4 - Slows enemies by 19%, missile deals 270 damage.
Level 5 - Slows enemies by 22%, missile deals 330 damage.


Channeling: 1.8 seconds.
Damage: 40%.

Mp:  50.
Cooldown:  15 seconds.




Skill 3 - Frost Barrier
 
Passively increases nearby allies' magic resistance.





Level 1 - Increases resistance by 8%.
Level 2 - Increases resistance by 12%.
Level 3 - Increases resistance by 16%.
Level 4 - Increases resistance by 20%.
Level 5 - Increases resistance by 24%.


Range: 600.


Ultimate - Chilling Curse
 
The target becomes frost for a certain period of time.
Shall a cursed enemy take a fraction of his health in damage, it becomes stunned and defrosted. 
 
 
 
Level 1 - Freezes for 2.5 seconds, stuns for 1.5 seconds if enemy takes 40% of his health in damage.
Level 2 - Freezes for 3.25 seconds, stuns for 1.75 seconds if enemy takes 40% of his health in damage.
Level 3 - Freezes for 4 seconds, stuns for 2 seconds if enemy takes 40% of his health in damage.

Mp:  135.
Cooldown:  80 seconds.




Unique - Winter Pressence
 

Decreases nearby enemies resistance by 5%.

Tuesday, December 18, 2012

Minamitsu, the Ship Sinker [FINALE]

Captain Murasa ready to set sail!
 

Power: 12 + 1.35
Attack: 79 + 4.55
Spirit: 77 + 4.35

Role: Tank, Crowd-controller.
Range: Melee (100). 
Speed: 290. 
Base Attack Time: 1.16.
Ability System: Skill.
HP: 504.
MP: 255.
HP Growth: +317.
MP Growth: +63.
AS Bonus: +1%.

Tank: Excellent
Assassin: Bad
Caster: Normal
Carry: Bad
Support: Good


Palaquin's Captain


Increases Murasa's movement speed by 25 while out of combat.
This passive bonus is lost for the next 6 seconds when entering in combat, gaining 10 bonus armor and 10% increased magic resistance.
It is considered combat when taking damage from heroes or towers.


Notes:
Non-hero enemies are not taken into accout for this ability to trigger.
Her combat bonus will not reduce the first instance of damage taken if out of combat.




Vengeance Manifest

Murasa throws out a water, anchor-shaped missile in the targeted direction which hits the first unit in its path, dragging it towards Murasa if allied or dragging Murasa towards the target if enemy and dealing 70/120/170/220/270 (+75%) magical damage to the enemy hit.


MP: 80/95/110/125/140.
Cooldown: 16/15/14/13/10 seconds.

Notes:

Does not affect magic immune units. Units dragged by this ability ignore collision.
Insta-cast abilities can still be cast while being dragged.
Deals damage when Murasa arrives nearby her victim.


Sea Guard


Blasts surroundings for 50/100/150/200/250 (+40%) (+8% maximum HP) magical damage to nearby enemies and shields Murasa for 30/60/90/120/150 (+10% maximum HP) damage plus 15/30/45/60/75 (+30%) additional shield for each enemy hero struck for up to 5 seconds.
The shield deals half of its life as pure damage to nearby enemies if destroyed.

MP: 70/80/90/100/110.
Cooldown: 9 seconds.

Notes:

Blast does not damage magic immune units.
Shield does not reduce damage from pure damage.
Pure damage goes through shields, damage reduction and invulnerability.
Shield damage is only dealt if it gets destroyed by enemy attacks and not by expiring.



Anchor Rush

Murasa rushes in the selected direction up to 600 distance and charges her next basic attack for additional 40/80/120/160/200 (+80%) magical damage on hit and ensnaring her victim for 0.75/1/1.25/1.5/1.75 seconds.



MP: 60/80/100/120/140.
Cooldown: 14/13/12/11/10 seconds.


Notes:

Anchor Rush ignores collision.
Anchor Rush deals additional damage instead of increasing damage dealt.
Anchor Rush will not do any damage against magic immune units and the buff will not be consumed.



Curse of the Drowned

A powerful curse deals 175/250/325 (+90%) magical damage to nearby enemies, knocking them up into the air for 1 second, reducing their damage output by 15%/20%/25% and magic resistsance by 20% upon fall for the next 3 seconds.



MP: 100/125/150.
Cooldown: 120/100/80 seconds.



Notes:

Curse of the Drowned does not affect magic immune units.
While in the air, enemies cannot cast spells or move. This include insta-cast spells.

Saturday, December 1, 2012

Items ['Till now]

*All items with the YS mark are taken from Ys - Origins.

Note: I haven't decided yet cost or build of items, so this list is incomplete.


Items abilities:

No-Level abilities:

Health Regeneration - Increases wearer's Health Regeneration per second.
HP Bonus - Increases wearer's maximum HP.
MP Bonus - Increases wearer's maximum MP.
Power Bonus - Increases wearer's Power. Power affects some abilities damage and effects.
Attack Bonus - Increases wearer's Attack. More attack means more damage dealt by basic attacks and some abilities damage.

Spirit Bonus - Increases wearer's Spirit. Spirit increases MP regeneration (50 spirit = 1 MP regenerated per second).

Level abilities:

Note: There are two types of level-based abilities: Arcana and Unique abilities. Arcana abilities do not stack with the same item that provides the ability, while Unique abilities do not stack with other abilities of the same type.

Note: Physical damage cannot be amplified by items.

Move Boost - Increases wearer movement speed depending on Move Boost level.

UNIQUE

Level 1 - +35 Movespeed.
Level 2 - +55 Movespeed.
Level 3 - +70 Movespeed.
Level 4 - +85 Movespeed.
Level 5 - +110 Movespeed.


Deflect - Chances of nulling part of incoming hero damage.

UNIQUE

Level 1
- 15% nullified damage, 10% chance.
Level 2 - 30% nullified damage, 10% chance.
Level 3 - 45% nullified damage, 15% chance.


Magical Deflect - Chances of nulling part of incoming magical damage.

UNIQUE

Level 1 - 15% nullified damage, 10% chance.
Level 2 - 25% nullified damage, 15% chance.
Level 3 - 35% nullified damage, 20% chance.


Traction Resist - Reduces the distance dragged by knocks and voids.

UNIQUE

Level 1 - Reduces distance by 15%.
Level 2 - Reduces distance by 35%.
Level 3 - Reduces distance by 50%.


Omnielement - Increases elemental damage over element.

ARCANA

Fire - Affects fire element damage.
Ice - Affects cold element damage.
Thunder - Affects lightning damage.
Wind - Affects sonic damage.

Level 1 - Amplifies damage by 10%.
Level 2 - Amplifies damage by 20%.
Level 3 - Amplifies damage by 30%.




Venomastery - Increases damage over acid, poison, and toxin damages.

UNIQUE

Level 1 - Amplifies damage by 14%.
Level 2 - Amplifies damage by 28%.
Level 3 - Amplifies damage by 42%.


Necromancery - Increases damage over death, disease, and shadow damages.

ARCANA

Level 1 - Amplifies damage by 12%.
Level 2 - Amplifies damage by 26%.
Level 3 - Amplifies damage by 40%.


Brutality - Increases damage over demolition and force damages.

UNIQUE

Level 1 - Amplifies damage by 10%.
Level 2 - Amplifies damage by 25%.
Level 3 - Amplifies damage by 40%.


Knighthood - Increases damage over defensive and holy damages.

UNIQUE

Level 1 - Amplifies damage by 15%.
Level 2 - Amplifies damage by 30%.
Level 3 - Amplifies damage by 45%.



Spiritism - Increases damage over mind, plant, and spirit damages.

ARCANA

Level 1 - Amplifies damage by 11%.
Level 2 - Amplifies damage by 22%.
Level 3 - Amplifies damage by 33%.



Magic Break - Makes wearer's abilities to reduce enemies magical resistance.

UNIQUE
Level 1 - Reduces opponents' Magic Resistance by 10%.
Level 2 - Reduces opponents' Magic Resistance by 18%.
Level 3 - Reduces opponents' Magic Resistance by 30%.


Switfness - Increases the wearer's movespeed by a percentage.

UNIQUE

Level 1 - Increases movespeed by 3%.
Level 2 - Increases movespeed by 6%.
Level 3 - Increases movespeed by 10%.


Curse
- Decreases the wearer's armor. Items with this ability are usually cheap.


UNIQUE

Level 1 - Decreases armor by 4.
Level 2 - Decreases armor by 10.
Level 3 - Decreases armor by 15.






Item list:


Battle Armor*

+700 Hp.
Deflect - Level 1




Battle Guards*

+30 Power
Movement Boost - Level 2
Omnifire - Level 1



Black Chain *
 
+430 Hp.




 
Black Pearl*

Magic Break - Level 1





Blue Necklace*

+5% Magic Resistance.




 
Celcetan Panacea*

Health Recovery - On use, recovers 200 HP over 20 seconds.




 
Dark Crystal*

 +100 MP.




 
Crystal*

+15 Spirit.





Crimson Lotusblade*
 
+50 Attack.
+50 Power.
Omnifire - Level 3
Knighthood - Level 1 


Cerulean Flabellum*
 
+60 Power.
+25% Attack Speed
Swiftness - Level 2
Omniwind - Level 3


Cleria Ring*

+20 Attack
Curse - Level 1




Claws*

+22 Attack.
+20% Attack Speed.




Demon Greaves*
 
Movement Boost - Level 2
+25% Attack Speed.




Earth Dragon Claws*

Traction Resist - Level 1





Evil Ring*

+30 Power.
Magic Break - Level 1
Curse - Level 2
Demonic CurseThe user loses 10% of his/her current HP in exchange of boosting his/her Power by another 30, and increasing Magic Break level from 1 to 3, but also boosting Curse level from 2 to 3.


Golden Bracelet*


+15% Attack Speed.





Leather Armor*
 
+210 Hp.





Leather Boots*


Movement Boost - Level 1





Rod*

+35 Power.





Ring of Ease*


Mana Replenish - Whenever the bearer casts an ability, he/she recovers 1% of his/her maximum MP.
Calm MindWhen no enemies within 900 distance, increases Spirit by 100.



Reflex*


+600 Hp
Magic Deflect - Level 2




Mask of Eyes*


+50 Spirit.
Nether Realm - Allows the user to enter in the Nether Realm for a brief period of time, granting him/her true vision over his/her surroundings for 3 seconds. By doing so, the user reveals its position to enemies in 3500 range.



Levinstrike Hammer*


+40 Attack
+60 Power
Omnithunder - Level 3
Brutality - Level 1


Leg Guards*

Movement Boost - Level 2
+350 Hp
+10% Magic Resistance



Silver Bracelet*

Swiftness - Level 1





Silver Dress*

+650 Hp.
Holy Blessing - When the wearer dies, he/she comes back to life after two seconds with 600 hit points and 125 magic points.



Silver Harmonica*
 
+60 Power.
+15% Magic Resistance.
Holy Aura - Increases Health Regeneration of nearby allies by 7.
Magic Ward - Creates a magical barrier to every nearby hero, which absorbs up to 400 magical damage.



Silver Leggings*

Movement Boost - Level 2
+370 Hp.
Deflect - Level 1



Spirit Cape*

+2 Health Recovery
Spiritual Aid - When no enemies within 900 distance, increases Health Regeneration by 16 per second. If the wearer attacks, casts an ability, uses an item or takes any form of damage, the buffs goes away.
Spiritual Blessing - When not moving, increases Health Recovery by 40. Takes 5 seconds to activate.


Sylphen Boots*

Movement Boost - Level 2
Traction Resist - Level 2
Light Feet - When no enemies within 900 distance, increases Movement Boost level from 2 to 3.


Water Dragon Scales*
 
Omnice - Level 1

  

Thursday, November 29, 2012

Ability systems.

I'm currently using five systems for abilities, skill being the most used.


Skill
· Abilities have MP cost.
· Damage can be affected either by Power and/or Attack.
· Effects of abilities (slow, duration, for instance) can be affected only by Power.
· Cooldown of abilities variate.
· Normal growth of HP, MP, Bonus HP, Bonus MP, Attack Speed, Armor, Power, Attack, and Spirit.

Characters using Skill system:

- Komachi, the Stygian Boatmaiden.
- Suika, the Drunken Oni.
- Tenshi, the Celestial.
- Patchouli, the Mobile Library.
- Reisen, the Lunatic Bunny.
- Cirno, the Idiotic Fairy.
- Sephiroth, the Son of Genova.
- Eirin, the Nurse.
- Saber, the Servant Saber.



Technique
· Abilities have no MP cost.
· Damage can be affected either by Power and/or Attack.
· Effects of abilities are never modified.
· Cooldown is usually high.
· Have only HP, Bonus HP, Attack Speed, Armor, Power and/or Attack growth. MP is always 1.

Characters using Technique system:

- Cloud, the Ex-SOLDIER.
- Tifa, the Bar Hostess.
- Remilia, the Eternal and Beautiful Vampire.


Gauge
· Abilities have no MP cost, except for the ultimate, which always cost 100 MP.
· Damage can be affected either by Power and/or Attack.
· Effects of abilities are rarely modified, and only by Power.
· Cooldown is usually low.
· EXTRA: Ultimates' cooldown are usually low, but cannot be activated unless you get into a fight.
· Have only HP, Bonus HP, Attack Speed, Armor, Power and/or Attack growth. MP is always 125, and have a negative -10 MP regeneration. Spirit does not affect MP regeneration.
· EXTRA: MP is recovered by doing damage, or by activating certain abilities (for instance, Meiling's Tiger Strength adds 15 to her MP).


Characters using Gauge system:

- Meiling, the Scarlet Gate Keeper.
- Flandre, the Little Sister.


Boost
· Abilities have little MP cost, except for the ultimate, which has no cost.
· EXTRA: During the ultimate, the basic abilities are improved.
· Damage can be affected either by Power and/or Attack.
· Effects of abilities are rarely modified, and only by Power.
· Cooldown of abilities variate.
· Have only HP, Bonus HP, Attack Speed, Armor, Power and/or Attack growth. MP is always 125, and have a constant 3 MP regeneration. Spirit does not affect MP regeneration.


Characters using Boost system:


- Iku, the Dancing Dragon.
- Youmu, the Ghost Gardener.


Blood Heat
· Abilities can have MP cost or can be free.
· EXTRA: Abilities do extra effects depending on the level of HP. Below 70%, a extra effect. Below 40%, two extra effects. Below 25%, three extra effects.
· Damage can be affected either by Power or Attack.
· Effects of abilities are only modified if below certain HP level.
· Cooldown of abilities are usually high.
· Can have normal growth or non-MP growth.

Characters using Blood Heat system:

- Nanaya, the Nightmare Murderer.