Exponential Exposure(Tier IV Spirit)

berke822

New member
Tier IV or perhaps Tier V(?) item that deals exponential spirit damage on every hit, H, based on the hero's spirit power, S.

Sketch.png

Deals damage according to the following function: Damage = Base Damage x (1 + (S / 5000) )^H

For example, if the base damage is 1000, and if the spirit power is 150, then the damage dealt on concurrent hits is as follows:

Hit 1: 1000 * (1 + (150/5000) )^1 = 1030
Hit 2: 1000 * (1 + (150/5000) )^2 = 1060.9
Hit 3: 1092
Hit 4: 1125
Hit 5: 1159
Hit 6: 1194
...
Here's a graph below to demonstrate how it would grow:
1749154418181.png

It can be upgraded from Mystic Vulnerability for s4800 as an alternative to Escalating Exposure, or bought for s6400 independently.
Or perhaps it can also be a Tier V item that directly upgrades from Escalating Exposure if there are plans to bring Tier V items at any point in the future.

(Can also be called Exponential Decay or Half-Life for funsies)
 
1000 base dmg of what? Of an item? If so, this is busted even without exponenta
150 SP? It's like 40th min or smth
And yes, this is should be an upgrade from EE, but we know nothing about T5 items, only just "it's probably in planning"
 
1000 base dmg of what? Of an item? If so, this is busted even without exponenta
150 SP? It's like 40th min or smth
And yes, this is should be an upgrade from EE, but we know nothing about T5 items, only just "it's probably in planning"
Base damage is whatever damage you would deal as your first hit to an enemy with that skill momentarily.

Yes, it would be possible to exponentially increase the damage of the item even without 150 spirit power. I used 1000 and 150 as example numbers to illustrate how the calculation would be performed. It would be much less effective for players with low spirit power, though. The heroes for whom this item could come in handy are:

-McGinnis(Turret)
-Lady Geist(Life Drain)
-Infernus(Afterburn and Flame Dash)
-Ivy(Kudzu)
-Mo & Krill(Burrow and Ult)
-Pocket(Barrage, Affliction)
-Seven(Lightning Ball and Storm Cloud)
-Paradox(Pulse Grenade)
-Kelvin(Arctic Beam)
-Bebop(Hyper Beam)
-Abrams(Siphon Life)
-Vindicta(Crow Familiar)
-Shiv(Serrated Knives)
-Dynamo(Black Hole)
 
Base damage is whatever damage you would deal as your first hit to an enemy with that skill momentarily.

Yes, it would be possible to exponentially increase the damage of the item even without 150 spirit power. I used 1000 and 150 as example numbers to illustrate how the calculation would be performed. It would be much less effective for players with low spirit power, though. The heroes for whom this item could come in handy are:

-McGinnis(Turret)
-Lady Geist(Life Drain)
-Infernus(Afterburn and Flame Dash)
-Ivy(Kudzu)
-Mo & Krill(Burrow and Ult)
-Pocket(Barrage, Affliction)
-Seven(Lightning Ball and Storm Cloud)
-Paradox(Pulse Grenade)
-Kelvin(Arctic Beam)
-Bebop(Hyper Beam)
-Abrams(Siphon Life)
-Vindicta(Crow Familiar)
-Shiv(Serrated Knives)
-Dynamo(Black Hole)
So u should adjust the formula, cuz for now even with 1000 base dmg and 150 sp it looks lame
 
So u should adjust the formula, cuz for now even with 1000 base dmg and 150 sp it looks lame
The formula is simply a regular exponential growth function. If you are talking about the numbers, though, the item can be overpowered based on the hero. Imagine McGinnis's turrets in a teamfight. At 24 hits, in just a few seconds, it deals double or triple the damage it would normally deal. Escalating exposure can't do that. It caps at around +48-50%. The same principle can be applied to Geist's life drain. In either case, I'd rather let the devs handle numbers since it has to be somewhat balanced.
 
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