Explosive Bullets (6k Mystic Shot upgrade)

Konrad337

New member
The main purpose of this item is to be fun, while also increasing relevance of shooting in Spirit based builds by making mystic shots (and your aim) more reliable, and have higher impact. (I though about homing missiles, but exploding in-range bullets achieve the same results while being simpler, and more entertaining). Magic Bullets works for the name as well. It is supposed to not do great by itself, but integrate into spirit heavy builds, this is why it synergizes with all CDR, reach, duration, spirit, and escalating exposure. It is supposed to reward shooting, hence the weapon damage, and CDR on subsequent shots.

Explosive Bullets:
  • Weapon item
  • Upgrades from Mystic Shot
  • Costs 6,200 (7,450 total)
Stat Bonuses:
  • +30% weapon damage
  • +8% cooldown reduction
  • +1 stamina
Passive (5.75s Cooldown):
Your next bullet within 0.5m of enemy hero explodes, dealing additional spirit damage over time. Each shot against enemy heroes reduces the remaining cooldown by x% [can be same % as toxic bullets, notice that each shot has diminishing returns].
  • 30 spirit damage per second (0.6 spirit scaling)
  • 1m radius, 30m max trigger range [scales as well, not sure if fall off is better, and what is the best value without testing]
  • 2.5s duration [ticks every 0.1s, does not stack, but extends itself]
 
increasing relevance of shooting in Spirit based builds
Soul shredder bullets, spiritual overflow, and (surprise) mystic shots already accomplish this.
making mystic shots (and your aim) more reliable, and have higher impact.
Hard no. Spirit builders tend to have pretty forgiving guns already. They shouldn't get to cheat aiming just because they build spirit.
+8% cooldown reduction
Cooldown reduction accessibility is a very hot-button issue within the community. While this is a little bit lower than a lot of other 6200 items with cdr, I don't think that this would be an appropriate stat for an item like this, especially if it's gonna be aimed towards spirit users.
 
Passive (5.75s Cooldown):
Your next bullet within 0.5m of enemy hero explodes, dealing additional spirit damage over time. Each shot against enemy heroes reduces the remaining cooldown by x% [can be same % as toxic bullets, notice that each shot has diminishing returns].
Does this mean that your bullet will do it's original bullet damage + the additional spirit damage of this item? Also, does reducing the remaining cd refer to the cd of the item? If yes to both, I feel like this would be really broken on build-up heroes/builds, gun builds, and shotgun heroes when combined with other cdr items.
 
Soul shredder bullets, spiritual overflow, and (surprise) mystic shots already accomplish this.

Hard no. Spirit builders tend to have pretty forgiving guns already. They shouldn't get to cheat aiming just because they build spirit.

Cooldown reduction accessibility is a very hot-button issue within the community. While this is a little bit lower than a lot of other 6200 items with cdr, I don't think that this would be an appropriate stat for an item like this, especially if it's gonna be aimed towards spirit users.
Thanks.

Yes, shooting staying relevant for spirit builds is important, and there are already items to support this. This is idea for an upgrade for one of them to offer an interesting and fun late game alternative. Overflow/Spellslinger are hard to use, this is easy to use, but gains additional value with good aim and play. Sometimes shooting next to the target, or between targets will also be better which may be hard to notice. CDR is unrelated to the item idea, I've chosen it, and sprint because it does not benefit Infernus much, and goes well with the playstyle, it is really whatever, and matter of balance.

Does this mean that your bullet will do it's original bullet damage + the additional spirit damage of this item? Also, does reducing the remaining cd refer to the cd of the item? If yes to both, I feel like this would be really broken on build-up heroes/builds, gun builds, and shotgun heroes when combined with other cdr items.
Thanks.

Yes. The numbers are up to balance. For example with Infernus, and 9% reduction per shot if you hit all 10 shots during one second it would go to less than 2 second remaining cooldown (>50% reduction, and 1 second past). You would apply additional 30dps (or 90dps with 100 spirit), which would then refresh for additional up to 2.5 seconds, for 150 or (450 with 100 spirit) damage in total, and so on. I think a fraction of a toxic bullets % would work better, this mechanic is mostly to reward continuous hitting, and not make it low skill item, although I do like that it works for both lower and higher skilled players. Yeah, it applies damage of one bullet (not entire shotgun pellet) in small aoe instead, the more often the more shots you hit.
 
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