Soul's Guidance, Soul's Devotion, Soul's Retribution

bosobr0

Member
So, I had a fun item chain idea for a really complex and creative set of items that would make securing or denying souls a crucial part of one's kit. It uses a lot of advanced math for diminishing returns with greater amounts of souls, and overall is meant to be an item that, with an adverse strategy and planning, can carry an individual. It also requires planning with the team, as if multiple people try to utilize it, everyone will struggle as they'd each be trying to secure each other's kills and thusly steal souls from each other, meaning the downsides without the soul boosts only harm people.

To clarify on securing or denying souls, this means souls that YOU COLLECTED YOURSELF. Souls from ally kills which warrant you soul points, or spirit urns collected by teammates DO NOT count as securing or denying souls yourself, UNLESS you attack those souls yourself before they are 'secured' passively by your teammate.

Please let me know what you think about the skill, and if you think it's a good or bad idea (very fun idea for diminishing returns or too complex to utilize normally).

[Soul's Guidance] - Mid-Game Attack, 1,250 cost.
-5% Fire Rate
-25 HP
+15% Ammo
PASSIVE
Securing or Denying a Soul grants a stackable diminishing Weapon and Spirit Damage boost.
[+7% Weapon Damage, +7% Spirit Damage on first stack] [Harmonically reduced per stack] [20s Stack Duration]

INTERNAL WORKINGS:
The passive's multiplier relies on the harmonic series. 1 Stack would be equivalent to 1x multiplier, or +7% on both. 2 stacks would be 1.5x (1 + 1/2), or 10.5% on both. 3 stacks would be 1.833x (1 + 1/2 + 1/3) or 12.831% on both. Etc, etc.

Technically the multiplier can become infinite, HOWEVER to even achieve a 3x multiplier, or +21% Weapon and Spirit Damage, you'd need to destroy 11 souls within that 20 seconds to get 11 stacks.

Since each stack is separate, that means this multiplier constantly fluctuates, and in your average battle the damage boost isn't that significant, but will be a significant boon for chaining kills or fighting heroes after a walker or guardian is defeated, which is a GREAT early game boost in combat.

[Soul's Devotion] - Late-Game Attack, 3,000 cost. (Upgrade to [Soul's Guidance])
-10% Fire Rate
-50 HP
+30% Ammo
PASSIVE
Securing or Denying a soul grants a stackable diminishing Weapon and Spirit damage boost, as well as a Fire Rate boost and cooldown reduction.
[+6% Weapon Damage, +6% Spirit Damage, +5% Fire Rate on first stack] [Gaining a stack reduces CURRENT ability cooldowns by 2%, multiplied by the harmonic diminishing rate for stacks owned] [Harmonically Reduced] [30s Stack Duration]

INTERNAL WORKINGS:
See [Soul's Guidance] for how the Weapon and Spirit Damage and Fire Rate boosts would work.

Reducing Current ability cooldowns works as follows:
1. On gaining a stack, get the Harmonic Multiplier of the total stacks owned (If you gained your 5th stack, the Harmonic Multiplier would be 2.283x)
2. Multiply 2% by the Harmonic Multiplier (new multiplier is 4.566%)
3. Reduce current cooldown time remaining on a skill by this number. (If you have 10s left of a 30s cooldown, multiply the 10s by (100% - 4.566% = 95.434%), or 9.54 seconds remaining.

In the mid to late-game, you get less souls overall as now that the majority of guardians and walkers are defeated, there's no good means of gaining massive amounts of souls quickly. Thus, the stacks now last longer and give slightly less damage. However, the stack duration change and damage boost change wouldn't offset the drought of souls completely, so a fire rate and cooldown reduction were added to give the ability a bit more use in the midgame.

[Soul's Retribution] - End-Game Attack, 6,300 cost. (Upgrade to [Soul's Devotion])
-15% Fire Rate
-100 HP
+50% Ammo
PASSIVE
Securing or Denying a soul grants a stackable diminishing Weapon and Spirit Damage boost, as well as a Fire Rate boost, Headshot Damage boost, Shield Damage boost, and cooldown reduction.
[+5% Weapon Damage, +5% Spirit Damage, +5% Fire Rate, +4% Headshot Damage on first stack] [Gaining a stack reduces CURRENT ability cooldowns by 3%, multiplied by the harmonic diminishing rate for stacks owned] [Damage dealt to enemies under a Bullet or Spirit shield of the damage type take 7% more damage, multiplied by the harmonic diminishing rate for stacks owned] [Harmonically Reduced] [45s Stack Duration]

INTERNAL WORKINGS:
See [Soul's Devotion] for how the Weapon, Spirit Damage, Fire Rate, and Headshot Damage boosts work, as well as how the CURRENT ability cooldown reduction works.

Dealing bonus damage to enemies under a shield works as follows:
1. If the enemy hit has a shield, check if the damage dealt is equal to the shield type. If yes, continue.
2. Multiply 7% by the Harmonic Multiplier of your current amount of stacks. (For example, if you have 8 stacks currently, multiply 7% by 2.718, or 19.026%)
3. Multiply outgoing damage by the new multiplier.

In the end-game, you get roughly the same amount of souls as the mid-game, however instead of killing minions for it, you're usually killing and securing or denying from hero kills, meaning you gain souls in bursts. The changes added balance out the boost in headshot and shielded damage slightly. Ultimately it can be used as an easy power-play, if you get multiple player kills and thus secure those souls.
 
**MAJOR EDIT**

I forgot that usually buying higher tier upgrades actually keeps the lower tier upgrades. I didn't know this for a while, and thought it was just a "Higher tier upgrades delete lower tier upgrades, so you can't buy them both."

So, JUST ASSUME BUYING A HIGHER TIER DOESN'T COMBINE THE ABILITIES, ONLY CHANGES THEM. ALSO PASSIVE STAT CHANGES ARE NOT ADDITIVE.

Thanks!
 
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