Spongiform - T2 Vitality

Cardeiz

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Spongiform-1764714179.png

This a T2 item that would require bullet built up debuffs to accumulate slower. Some quick tests and calculations are provided in the information below. Columns are presented respectively:

Bullet Build Up.png

This gets more complicated with regards to distance (rough testing):

Build-up Per Shot Without The 30% Build-up Resistance Added
Afterburn Testing (8% Buildup Per Bullet and 15% per Headshot)

No Items Infernus 05m – 7 Bullets (head) and 13 bullets (body)

12 Bullets for Toxic (Head or Body) [9% Build-Up]​
11 Bullets for Silencer (Head or Body) [9.1% Build-Up]​
9 Bullets for Slowing Bullets (Head or Body) [12.3% Build-up]​
9 Bullets for Inhibitor (Head or Body) [12.3% Build-up]​

No Items Infernus 15m – 7 Bullets (head) and 13 Bullets (body)

12 Bullets for Toxic (Head or Body)​
11 Bullets for Silencer (Head or Body)​
9 Bullets for Slowing Bullets (Head or Body)​
9 Bullets for Inhibitor (Head or Body)​

No Items Infernus 25m – 8 Bullets (head) and 15 bullets (body)
13 Bullets for Toxic (Head or Body)​
12 Bullets for Silencer (Head or Body)​
10 Bullets for Slowing Bullets (Head or Body)​
10 Bullets for Inhibitor (Head or Body)​

No Items Infernus35m – 11 Bullets (head ) and 21 Bullets (body)

20 Bullets for Toxic (Head or Body)​
19 Bullets for Silencer (Head or Body)​
13 Bullets for Slowing Bullets (Head or Body)​
13 Bullets for Inhibitor (Head or Body)​

No Items Haze – Fixation stacks work the same regardless of distance. Proc’s the level 1 upgrade every 20 stacks. I'm debating whether this should be included, as it would bring into question other 1 shot bullet build up resistances (Holliday for example).

No Items Mina 05m – 4 Bullets (head) and 6 Bullets (body)

No Items Mina 15m – 4 Bullets (head) and 6 Bullets (body)

No Items Mina 25m – 5 Bullets (head) and 7 Bullets (body)

No Items Mina 35m – 8 Bullets (head) and 12 Bullets (body)

I did not calculate Rake for this argument; it's another element that would have to be hashed out since it uniquely adds to the bullet build-up as an ability instead of a bullet. Personally, I'd be fine with Rake's build-up being unaffected.

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Ultimately, I'd estimate that there will be more or similar build-up items and hero abilities added to the game as time progresses. While the item may currently be niche, I do see some common counter options for it especially for tank focused playstyles. This would offer a separate utility, currently not protected by the standard debuff resistance, to counter DOTs and bullet based ailments.

Let me know what you think.
 
Do you mean that enemy buildups are decreased? As is, Infernus buildup affects you less when you purchase this item, requiring him to shoot you more—by purchasing the item, you get buildup resistance?
 
Yes that's correct; as an alternative to debuff and in response to what SteveS provided. I hastily uploaded the wrong table, so apologies for the confusion. See a better representation here:

Bullet Build Up (Resistance).png

The percentages could easily be adjusted, so only take this at face value. I'm more interested in bullet build-up counter-play.

So if afterburn previously took 9 bullets to activate, it would take additional bullets (e.g. 2 more equaling 11 bullets total from said distance) in order for the enemy to proc it on your hero. The excel table in the original post would only be if the enemy had a 30% bullet build-up improvement on their end which is not at all the intention of this item (though it is interesting for reference).
 
I kind of like this idea. I am more tuned to the idea of there being some default behavior for all buildups like this, but maybe an item could get the job done.

FYI, you should export your tables with a background, this is how it looks for me:
1764782596966.png
 
Thanks for the helpful feedback and I'm glad you like the idea. I think with some proper tuning it could definitely serve a function currently not covered in the game. The original post was a quick idea drop; I'm curious to see how it would function with additional testing (against Mirage's 3 - and at different distances - for example). It could end up dramatically changing a team-fight in some very subtle ways.

I'm still learning the ins and outs of forum posting here, as it seems like images are treated in odd ways (not sure if a JPEG over a PNG would have changed the table presentation for you although I imagine it would). I didn't even think of dark mode.

Good old HTML causing issues again lmao.
 
Thanks for the helpful feedback and I'm glad you like the idea. I think with some proper tuning it could definitely serve a function currently not covered in the game. The original post was a quick idea drop; I'm curious to see how it would function with additional testing (against Mirage's 3 - and at different distances - for example). It could end up dramatically changing a team-fight in some very subtle ways.

I'm still learning the ins and outs of forum posting here, as it seems like images are treated in odd ways (not sure if a JPEG over a PNG would have changed the table presentation for you although I imagine it would). I didn't even think of dark mode.

Good old HTML causing issues again lmao.
The forum uses a standard WYSIWYG editor, so there are native table creation features if you click the button just to the right of the image button in the toolbar. They also use BB codes which you can see here if that is your preference: https://forums.playdeadlock.com/help/bb-codes/
 
I agree the resistance could definitely be tuned back while still offering utility. I included the resistances more as rough placeholders. The crux of this item is bullet specific: this item would only offer resistance to bullet build-up effects; not the effects themselves once they've been activated. It wouldn't impact the bleed time of Shiv's knife or even Infernus's afterburn once its actively burning you. It's designed to explicitly impact bullet accumulation, which is currently not protected by debuff resistance (to my knowledge and testing).
 
I think you could also reasonably split this into two items: a 1600 and a 3200 (1600 + 1600 upgrade) like debuff remover. 10% buildup resist and 20% buildup resist, respectively. 30% is probably overtuned.


Could also upgrade differently. I don't like suggesting T4's usually, but this is a pretty niche effect. Have a 1600 -> 6400 upgrade pathway where the 6400 is "when a buildup fills, prevent the effect and set buildup to 0, go on CD for 25 seconds" or something like that.
 
I like your T4 suggestion, as I think it'd address the mid/late game fire rate scaling of most gun centered characters. Otherwise, I could see this being an item potentially abandoned past a certain game time due to it only minimally helping beyond the laning stage. Some items obviously won't serve the entire game, which makes sense; however it would fit inline with what's currently available if its cost/progression matched Debuff Remover or Unstoppable to some degree.

It'd probably need to be a T4 if it outright prevents the status, especially for a duration. While niche, I could see that immediately impacting major engagements and downright countering certain playstyles (ricochet focused itemizations for sure). I'd be happy either way with it functioning as a split T2/3 or T2/4 depending on outcome.

For the use case of your T4 suggestion, once this item procs would you want it to temporarily prevent any and all bullet effects (including Haze's 3 and potentially even Holliday's 3, which have different bullet interactions entirely), only the bullet effects currently built up and subsequently prevented, or something in between where some items/abilities continue to work through it? I could see arguments for each way; I'd lean more towards a flat prevention of any/all bullet related build-up effects but for a short period of time (~3 seconds) with other bullet related debuffs (Siphon Bullets for example) unaffected.

I'd call the T4 Brain Bucket to remain inline with the encephalopathy/sponge - mad cow - bullet holes references.
 
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