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[MOD] DEMON ASSASSIN - v1.2 Latest

[MOD] DEMON ASSASSIN - v1.2 Latest

--MASTER THREAD CLICK HERE--

Ive finally figured out how to do this modding business :D hoorah!

I've tested these figures quite a few times against different characters and it seems as though he now fits his purpose without being OP. 


version 1.2 (big balance plan)

Demon's Speed
- added buff increasing attack speed by 5/10/15%

>> Had many ppl complaining about this skill not being
as effective as it should be.

Base Stats
- movement speed increased to 6.3
- dmg increased by 4


DA Balance v1.2 DOWNLOAD HERE

*In the mod manager window, this mod now has a brief description of what has been tweaked*

Warp Strike
- Added a 6 sec buff that increases attack speed by 15/20/25/30%.

Precision
- Changed percentages to 20/25/30/40% chance of getting 1.5x crit.


DA Balance v1.12 

Elusiveness
- Added +5/10/15 health regen to its current state

>> No one i know has invested in this and in his fragile state i think he needs some sort of assistance.

Assassins Speed lvl15
- reduced proc rate to 10% from 15%

>> Ive changed this slightly to cater for my tweak to precision...

Precision
- 25%/30%/35%/40% chance, 1.5x/1.5x/1.5x/2x

>> After much testing, ive found this balance to this skill to be effective yet not OP. Its level one is now worth investing in.

With these changes i can see the passive side of DA a much more viable build than its original state.


DA balance v1.1 Here is the list of changes:

Warp Strike
- Range 20 throughout all levels
- dmg increased to 300/500/700/900

>> Bite does 250 drain health dmg so i felt this skill needed a slight boost to compete with that.

Deadly Warp
- Chance of crit is the same but crit amount is now 1.5x

>> warp strike is too weak early lvls then significantly changed when getting to lvl 15, so im trying to lessen the effectiveness range slightly by making the conditional dmg closer to the final level of warp strike.

Spine attack
- no change

Warp area I
- Increased mana cost to 800
- Increased amount of hits to 6, increasing time of invincibilty to 2.4 secs.
- Increased dmg to 300

>> many ppl are unsatisfied with its effectiveness as it is now so ive made it that little more effective. But in doing so ive increased the mana cost by 100.

Warp Area II
- no change

Shadow Swap
- no change

Elusiveness
- no change

Demon speed
- now increases by 10%/15%/20%

>> I was almost too sure that DA shouldve had 6.3 base speed. DA is squishy and is heavily dependant in many areas (hp,def,mana,speed), so by increasing it, a user can now invest in other equips that can accomodate for his other lacking stats.
I dont think im the only one in this boat...

Precision
- now has a 15%/20%/20%/25% chance of scoring a crit.
- now does 1.5x/1.5x/2x/2x crit

>> DA's attack dmg is weak, so i increased the chance of scoring a crit on its first lvl but keeping it the same as it is now for its second level. but as the game progresses many ppl HP stack so to counter that somewhat, ive increased the amount of dmg he does with his crit at a 25% chance rate. I initially changed it to 2x crit throughout all levels but it seemed too strong early game thats why i did like ive shown up top.

Demon Death
- DA's death effect radius increased to 20 yrds.

>> 15 yrds seems to short...


 

 

 

edit: ive been thinking about requesting my assassin tweak mod to become an official patch for the game. But before then i want as much feedback as i can get on this. I would like others out there to test this on real players (not just AI).

I havent had much of a response with this so im just wanting to prompt ppl into downloading this mod for the sake of DA's future viability.

15,497 views 54 replies
Reply #26 Top

So it's a perfect reason to change them till they are viable.

Reply #27 Top

Quoting ddd888, reply 23
lol 25% crit

 

this "tweaks" are crap man

 

the point is ONLY if it is a long game or not

if it is a long game even the original passives were good, if its a short game the passive are NEVER good, not even if you put 47457347 crit

 

so you basically tried to balance passives for short games making them insane in any other kind of games

 

just let the gameplay stay, normal short game = active abilities

 

 
End of ddd888's quote

lol, I don't know how you could have had a single win with DA if you've been investing in critical strike.  Even if you had 350 attack in the end game, crit strike is still currently worse than Oak's Soul Power without spirits.  Do you use Soul Power in an assassin Oak build too?   :P

Reply #28 Top

@ ddd888

Instead of just saying the "tweaks are crap", how about suggesting some tweaks urself? Uve done nothing so far to help the growth process of this demigod.

ive tested these many times, have u even bothered to download it yet?

the tweaks here is what ive personally found to bring DA up to standard but to fit his role of being the "assassin" character without being OP.

and btw, my tweaks are aimed at catering for both short and long games...

Reply #29 Top

I'd say tweaking crit chance by maybe 5% will make the skill worth taking.  Hell its worth taking untweaked.   But 2x, that seams too much.  That's no longer AA, thats burst damage, when you have it proc 30% of the time.  If people want to spec for crit they can fork out the gold.  And we all know they do.  Lets put a dollar value on it and do some math:

Duelist's Cuirass:  3000 gold,  5% chance to do 1.5x,  average =  (0.05 * 1.5)[crit proc x chance]  + 0.95 [normal attack proc chance * 1.0] = 1.025x

Slayers's Wraps: 3300 gold,  10% chance to do 2x,  average = (0.1 * 2) + 0.9 = 1.1

Ashkandor: 18000 gold, 10% chance to do 4x (!!), average = (0.1 x 4) + 0.9 = 1.3

Average damage bonus for all of the above = (0.05 x 1.5 + 0.1 x 2 + 0.1 x 4) + (1 - 0.05 - 0.1 - 0.1)  = 1.425

The math involved is (crit chance x crit damage bonus) + (1 - crit chance).  The second term is the chance of a non-crit hit.

(I am assuming crit chances dont clobber each other, ie if you have 5% + 10% + 10% then you have 25% chance of a crit.)

Back to our gold. thats 24300 gold for  42.5% more damage on average,  ignoring other effects.  (of course for those of us for who Ashkandor procs for 1500+ damage know the real value lies in the insane burst damage)

Now for precision 4, 2x at 25% thats (0.25 x 2) + 0.75 = 1.25.  Dollar value based on the above?  1.25/1.425 x 24300 = 21315 gold. FOR FREE.  That's INSANE.  Of course the real value of a crit is bursting someone down just before he runs out of range, netting you a windfall from a kill, instead of him getting away.  Or its the difference between him pulling of a shield / stun or teleporting, quaffing that potion with just a sliver of health left, and dying.

Oh wait, you want 40% chance? thats (0.4 x 2) + 0.6 = 1.4x. Crazy. thats more than ashkandor, and nearly as much as everything else combined, and now you have every slot left available for +damage and crit gear!

What was the original?  10/20/30/40 at 1.5x? , well thats an average of (0.4 x 1.5) + 0.6 = 1.2.  That's not bad at all!  Worth 20463 gold in fact*. And you have 5 slots, 3 consumable slots, and a favour slot to augment that.  The difference is you dont burst for 600+, thats just insane.

I say leave crit the hell alone.

* Ashkandor is actually worth 22168 gold based on my above value calculations!.  Which i admit are iffy.  Probably should have used percentages instead of damage bonus multiplies to calculate that, (it implies normal autoattack is worth 17052) but I'll leave that as an exercise for the reader ;)

 

 

Reply #30 Top

Quoting Penetrat0r, reply 29
I'd say tweaking crit chance by maybe 5% will make the skill worth taking.  Hell its worth taking untweaked.   But 2x, that seams too much.  That's no longer AA, thats burst damage, when you have it proc 30% of the time.  If people want to spec for crit they can fork out the gold.  And we all know they do.  Lets put a dollar value on it and do some math:

Duelist's Cuirass:  3000 gold,  5% chance to do 1.5x,  average =  (0.05 * 1.5)[crit proc x chance]  + 0.95 [normal attack proc chance * 1.0] = 1.025x

Slayers's Wraps: 3300 gold,  10% chance to do 2x,  average = (0.1 * 2) + 0.9 = 1.1

Ashkandor: 18000 gold, 10% chance to do 4x (!!), average = (0.1 x 4) + 0.9 = 1.3

Average damage bonus for all of the above = (0.05 x 1.5 + 0.1 x 2 + 0.1 x 4) + (1 - 0.05 - 0.1 - 0.1)  = 1.425

The math involved is (crit chance x crit damage bonus) + (1 - crit chance).  The second term is the chance of a non-crit hit.

(I am assuming crit chances dont clobber each other, ie if you have 5% + 10% + 10% then you have 25% chance of a crit.)

Back to our gold. thats 24300 gold for  42.5% more damage on average,  ignoring other effects.  (of course for those of us for who Ashkandor procs for 1500+ damage know the real value lies in the insane burst damage)

Now for precision 4, 2x at 25% thats (0.25 x 2) + 0.75 = 1.25.  Dollar value based on the above?  1.25/1.425 x 24300 = 21315 gold. FOR FREE.  That's INSANE.  Of course the real value of a crit is bursting someone down just before he runs out of range, netting you a windfall from a kill, instead of him getting away.  Or its the difference between him pulling of a shield / stun or teleporting, quaffing that potion with just a sliver of health left, and dying.

Oh wait, you want 40% chance? thats (0.4 x 2) + 0.6 = 1.4x. Crazy. thats more than ashkandor, and nearly as much as everything else combined, and now you have every slot left available for +damage and crit gear!

What was the original?  10/20/30/40 at 1.5x? , well thats an average of (0.4 x 1.5) + 0.6 = 1.2.  That's not bad at all!  Worth 20463 gold in fact*. And you have 5 slots, 3 consumable slots, and a favour slot to augment that.  The difference is you dont burst for 600+, thats just insane.

I say leave crit the hell alone.

* Ashkandor is actually worth 22168 gold based on my above value calculations!.  Which i admit are iffy.  Probably should have used percentages instead of damage bonus multiplies to calculate that, (it implies normal autoattack is worth 17052) but I'll leave that as an exercise for the reader

 

 
End of Penetrat0r's quote

You're forgetting that ashkandor does

  • +12% Life Steal
  • +120 Weapon Damage
  • +25% Attack Speed
  • in addition to 10% chance to do 4x damage.  The 4x damage part is a big bonus, but without the other stats, ashkandor would be entirely worthless.  Mageslayer would be much much better.

    Not only that, but you're forgetting that you currently have to spend 4 skill points for a 40% chance to do 1.5x damage.  You're math is correct about the 2x damage proposal in the 4th skill point, which is an overly steep increase from the attack bonus in the 3rd skill point.  However, as it currently is at 1.5x, and as you mentioned, 4 skill points would be only a 20% attack increase on average - absolutely worthless.  You realize that Oak at 300 damage would get an average attack increase of +25% with only 3 skill points in Soul Power, which is widely known as a crappy skill in a pure assassin build?

    Reply #31 Top

    However crit rate is not the same as white damage. Be able to surprise your opponent in a critstring is invaluable imho.

    Reply #32 Top

    Penetrator if u do think my precision tweak is just way to strong, think about all the disadvatanges DA has...

    - Area dmg ineffectiveness
    - no negative effect infliction
    - high energy cost
    - if he goes precision focus, it becomes a game of "chance"
    - low def and low max health
    - low base AA dmg
    - easily countered

     

    That being said, if im going to change precision again, im goign to just change the 2x crit at the end.

    BTW, Remember the game we had last night against oo7warhammer? Well i was only doing 200-250 dmg to him witht he 2x crit.
    His precision skill line is easily countered with def equips and even sludge slinger. Ooze will also drop this skill effectiveness.

    I might even leave it as it is now and test it in more games.

    Reply #33 Top

    To me, the best way to make DA much more formidable is to reduce the cooldowns, especially for spine attack.  Of course that doesnt do anything for the passives that some of you consider below par

    Is the DA really that weak?  At the start of the battle, spine attack and shadow warp do  bulk damage, taking up a considerable chunk of life, but then autoattack pales in comparison, and if you get them low somehow they still have time to drink a potion.  I think we are just comparing autoattack to the initial bulk damage that spine attack does.  Demon Assassin excells at sneaking up on weak demigods and making very short work of them.  Hell, he is so hard to see on the screen, too. 

    How does a pure passive DA build stack up compared to, say, AA reg build?  I dont think DA is meant to be played that way, but if your tweaks buff that aspect then I'd say nerf (maybe 10% more cooldown?)  spine attack, shadow swap, and even shadow warp because they are awesome as they stand.

    Reply #34 Top

    Hey GK,

     

    I think you need to test vs a wider variety of DG's.

     

    I was using beast, but varied from my "normal" build.

    Knowing once you warp strike in, you would be doing melee attacks, I opted for cheap $400 armor early, and $400 gladiator gloves to lay the damage on you.

    I do think you need to build your DG according to your opponent, not smart to go melee vs beast, especially with a low health character. You probably couldave done better with spine attack, and such skillz instead of melee.

     

    I believe DA is more effective against Erebus, especially because erebus is not particularly high health, relies on mist to escape, just build your DA for a bit more speed, then shadow swap  (2v2 /2v1 scenario's) so erebus cannot escape.

    vs Oak this could be effective as many oaks shield, then run, just shadow swap him out so he cant run as fast.

    Shadow swap also works after some1 teleports. If you hit shadow swap, but he is already half teleported

    a: teleport will interrupt by your shadow swap   or

    b: you miss the tele, but then you swap to his base, he goes back to battle of 1v1 so your temmate can finish him


    Another thought,

    why dont you add a buff to the 5 strike power, after they are invicible during strike, his speed increases by 5% for 10 seconds, giving chance to escape,

    or add a debuff similar to oak shield, after he strike the 5 times, bite by erebus, etc is removed?  (mabey the 2nd level of the power)

    Reply #35 Top

    ur missing that if u go passive build, u r sacrificing skill points in other burst dmg skills. so i just brought precision up to the standard of making a burst dmg build in a sense.

    but atm everyone goes for burst dmg skills without really investing in the passives coz that is rlly the only thing thats going for him. i just wanted to make them a little more appealing to the player. which i believe i have with these tweaks.

    u say that becoz DA deals nice burst dmg, he needs to have weak dmg... so what about the balance between all the other negatives i pointed out in my previous post?

     

    Reply #36 Top

    Quoting oo7_warhammer, reply 34
    Hey GK,

     

    I think you need to test vs a wider variety of DG's.

     

    I was using beast, but varied from my "normal" build.

    Knowing once you warp strike in, you would be doing melee attacks, I opted for cheap $400 armor early, and $400 gladiator gloves to lay the damage on you.

    I do think you need to build your DG according to your opponent, not smart to go melee vs beast, especially with a low health character. You probably couldave done better with spine attack, and such skillz instead of melee.

     

    I believe DA is more effective against Erebus, especially because erebus is not particularly high health, relies on mist to escape, just build your DA for a bit more speed, then shadow swap  (2v2 /2v1 scenario's) so erebus cannot escape.

    vs Oak this could be effective as many oaks shield, then run, just shadow swap him out so he cant run as fast.

    Shadow swap also works after some1 teleports. If you hit shadow swap, but he is already half teleported

    a: teleport will interrupt by your shadow swap   or

    b: you miss the tele, but then you swap to his base, he goes back to battle of 1v1 so your temmate can finish him


    Another thought,
    why dont you add a buff to the 5 strike power, after they are invicible during strike, his speed increases by 5% for 10 seconds, giving chance to escape,

    or add a debuff similar to oak shield, after he strike the 5 times, bite by erebus, etc is removed?  (mabey the 2nd level of the power)
    End of oo7_warhammer's quote

    i went melee focus coz i was testing my precision ability. it rlly doesnt seem OP after the matches i had. and yes i no i should gone burst dmg focus that match :P

    ill see what i can do with the other abilities, coz ive asked how to add buffs onto existing skills and my idea was to add % attack speed for some time after u warp strike.

    Reply #37 Top

    OPINION TIME

     

    what do you think if warp strike had a X secs buff of X% attack speed?

    Reply #38 Top

    Quoting gkrit, reply 37
    OPINION TIME

     

    what do you think if warp strike had a X secs buff of X% attack speed?
    End of gkrit's quote

    Well, I was initially opposed, but if that uber OP Erebus can batswarm in from over 45 yards away, bite to damage + heal himself + slow you, then why the hell not?

     

     

    Reply #39 Top

    lol.

    ive just made another DA tweak adjusting the crit rate in precision and adding that attack speed buff to warp strike.

    i have now made it 20/25/30/40% crit chance and 1.5x crit throughout all levels.

    my added buff to warp strike does: for 6 secs (across all levels) after warping, you gain 15/20/25/30% attack speed.

     

    ill post up download link in OP.

    Reply #40 Top

    I didn't find the 2X crit OP when I tried DA. I focused on passives and only ability I got was spine attack. Even with poisoned dagger I found I couldn't take on UB. I could push him if he was %70-80 health and with no sigil/pot but otherwise i had to run off. Then again I haven't really played DA much so in someone elses hands may have been OP.

    Reducing it back to 20/25/30/40% with 1.5x crit is then the same as the unmodded  value, isn't it? Or less now that Assassins Speed lvl15 has only %10 instead of %15 of proc.

    Great mod and I can't wait till you do the same for TB

     

    Reply #41 Top

    Reducing it back to 20/25/30/40% with 1.5x crit is then the same as the unmodded value, isn't it? Or less now that Assassins Speed lvl15 has only %10 instead of %15 of proc.
    End of quote

    the original %'s for precision are 10/20/30/40%. So basically only the last 2 levels are the same but my main objectives was to make the earlier levels more "effective".

    about the level 15 assassin speed, i reduced the proc but increased the effect coz later game ive assumed a DA to have fast attack speed.

    and ty for the feedback and glad you like it.

    yes ... i will be doing minor tweaks on TB next.

    Reply #42 Top

    Can we also increase the starting health of DA, his speed and increase his mana and health regen. Because currently he as is weak as Regulus and Torchbearer but he relies on melee AA 0_o

    Reply #43 Top

    im a bit hesitant about doing something like that coz ive figured several different build of equips and skills where he can become a deadly force and with my buff to warp strike, the higher burst dmg and faster attack rate allows him to dish out dmg fast meaning less time spent in a confrontation.

    the DA dl is available for u to test

    Reply #44 Top

    Precision
    - Changed percentages to 20/25/30/40% chance of getting 1.5x crit.
    End of quote

    This is another 1 pointer... I dont like it. Change this to... 15% 25% 35% 45% or maybe 50%.
    Doing around 250 damage at maybe level 10 this would be +19/+31/+44/+56 or +62 dmg, which is fine for a assasin. III would be around mards hammer.

    Reply #45 Top

    its actually not another 1 pointer.

    if u think about it, the benefits are huge when investing more than one point.

    20% chance - 1 out of 5 hits

    25% - 1 out 4 hits

    30% - close to 1 in 3 hits

    40% - close to 1 in 2 hits

    ive tested these out many times and ud be surprised at the amount of benefit it has in each point.

     

    Reply #46 Top

    yes but you get 50% of the benefit for 1 of 4 invested points.

    Reply #47 Top

    well he has very little staying power so waiting for a crit is not goign to be a viable option. So the more often you can crit the more beneficial it will become. Once you try him out, youll know what im talking about.

    Reply #48 Top

    Could you merge all current dg balance (DA. REG, TB, UB, SED, OAK, QOT, ROOK) into one downloadable "DG balance mod". It makes littke sense to test them separatly. It's alot easier to handle too.

    Reply #49 Top

    Could we mabe give Demon Speed II & III a small mana-per-second bonus? +3/5 mps might be all we need. Just a straight-up 5% movement bonus isn't very useful and we would see a lot of people just getting the first point and that's it.

    I know that the synergized skill of both Speed and Elusiveness is quite buff, but still... waiting to level 15 is a long time, though that is really already when DA shines.

    Reply #50 Top

    That little amount of mps wont help him at all. There are basicly 2 build you can run right now.

    a) spine/wrap with Essence of Magic and Magnus Rod, this is a burst dmg, supporter DA
    b) crit/tank build with around 50%, 1.5x crit and wrap

    I've tested the second with the new mod, and its alot more viable then before.

    The key is that you dont need mana items at all, and you run around with 3 mana big mana pots, which will supply you with mana. There's only one skill the uses mana and that's wrap strike.

    Items
    Blood of the Fallen
    Unbreakble Boots
    Nimoth Chest Armor
    Assasin's Footguards
    Duelist's Cuirass
    Namoth Ring

    This is your final setup. You can use Banded, Scalemail and Scaled Helm in the beginning, maybe even a Nature's Reckoning, which is really good dps and aoe damage.

    With this you will have 6500 health 25% dodge 35% arm and enough mana for 2-3 wraps, which is the only mana skill you use, or maybe you want to put a point into Swap.