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TRAIT
Sight Beyond Sight
Atramedes cannot see and is immune to Blinds, instead using Sound to locate his foes. Enemy Minions, Structures, Mercenaries, and Monsters passively generate Sound while within Atramedes’s hearing range, to a max of 100. Enemy Heroes generate Sound by Basic Attacking and using Abilities while within Atramedes’s hearing range, or by taking damage from or dealing damage to allied Heroes, to a max of 250. Enemy units with any Sound are visible to Atramedes, even while Stealthed, and are visible to Atramedes’s allies while not Stealthed and within 50% of Atramedes’s hearing range. Enemy units with 250 Sound are revealed. Each point of Sound on a target increases Atramedes’s damage against that target by 0.4%. An enemy’s Sound rapidly decays when that enemy has not generated Sound for 1 second.
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Range: 26 |
Okay, this trait is a bit of a doozy to explain, but it’s what makes Atramedes cool and unique. For Atramedes, the whole of the map is covered in the fog of war. Allied units and structures are always revealed, but do not provide any vision outside of their own model (for an idea of what it would look like - imagine revealing an enemy, and then having them run away into the fog of war - the enemy itself is lit up and visible, but none of the environment around them is).
Sound generation works as follows:
- Enemy Structures, Minions, Mercenaries, and Monsters (within hearing range):
- As long as they are within hearing range, these units automatically generate 5 Sound every 0.25 seconds, effectively making them always visible. It also means that they’ll basically always be at their max Sound (100), so Atramedes will automatically do 40% additional damage to them, and using Feedback near them will give him a fairly sizable heal. This is also why I like the level 7 talent, Buzzing Mosquitoes, so much (the one that increases their max Sound to 250): it seems somewhat innocuous, but in actuality provides significant benefits (making him now deal 100% additional damage instead of 40%, and making Feedback extremely powerful when used near them)
- Enemy Heroes (within hearing range):
- Basic Attacks: Each Basic Attack from an enemy Hero generates Sound equal to 3.5 * [number_of_seconds_between_each_attack]. So an enemy Hero that attacks 1 time per second will generate 3.5 Sound per Basic Attack. An enemy Hero that attacks 4 times per second will generate 0.875 Sound per attack.
- Abilities: Whenever an enemy Hero uses an Ability (Basic or Heroic), they generate Sound equal to 1.15 * [cooldown_of_the_ability]. So an enemy Hero that uses an Ability with a 100 second cooldown generates 125 Sound. An enemy Hero that uses an Ability with a 12 second cooldown generates 15 Sound, and an enemy Hero that uses an Ability with a 3 second cooldown generates 3.75 Sound.
- Enemy Heroes (regardless of hearing range):
- Even if it doesn’t completely make sense thematically, Atramedes needs to have some way of seeing when his allied Heroes are being engaged, regardless of where they are on the map. Therefore, if an enemy Hero damages or is damaged by an allied Hero, even when outside of Atramedes’s hearing range, that enemy Hero generates 1 Sound. This effect can only occur once on a given enemy Hero every second. This makes it so that Atramedes can see any enemy Hero that’s engaged with his allies for at least 1.5 seconds, and the 1 second cooldown on the effect makes it so that the Sound generated this way is effectively negligible in terms of affecting his damage and healing.
After a unit goes 1 second without generating any Sound, its Sound decays at a rate of 10 per 0.25 seconds.
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