Amulet of Harmonic Amplification
Increases spell damage each time the spell targets the same minion. Casters energy is not increased so additional damage is not subject to AMF.
Flamey
October 17 2007 9:10 AM EDT
So it's only for DD? I thought DD damage already increases to 100% from the start of ranged to ranged 3, Why would we want to make it increase even more after that? As well as having the only anti-mage spell not work?
Yukk
October 17 2007 9:35 AM EDT
Sweet ! That's just like the vorpal blade of bleeding I wanted. Every time you hit someone, it not only ignores 100% of armour, it turns one piece of armour per round into a bloodsucking fanged beast that does automatic damage every round until the minion dies !
This is obviously balanced because against unarmoured opponents it has no benefits at all !!11!1! Actually, I guess it needs a buff.
i dont think you guys understand
if you take 25k from amf first round...and dont kill the guy your hittin next round your DD goes up a little against them, but damage from AMF stays at the same percent...
but IMO thats kind of a waste.... i kill people in 2-3 rounds...so ... yea
BootyGod
October 17 2007 12:20 PM EDT
I love this. But maybe that's because I want to attack bamf... hmm....
Either way, it's the perfect counter against MgS, ToE, and AC.
For CoC, I think it works too. Attack 5 minions, and then do more damage to the surviving ones next round. Sounds good to me, as they're already waiting forever.
But FB... Hmm... May be a bit overpowered there. But I don't think so. I think this is the perfect alternative to AoI. However, does seem to make DBs and/or evasion even more important to mages, and I'm not sure I like that...
Either way, miteke, great suggestions. No matter what item this turns into, still very good.
BootyGod
October 17 2007 12:30 PM EDT
Wow.... There were so many ideas with absolutely no follow up in that reply...
Let me clarify.
This idea is a wonderful counter against RoBF, AC, ToE, and MgS teams that MM teams get hung up on. This would allow MM to fight through these, and stop ToE + TSA/PL combos from becoming simply impossible to break through. Yes. Impossible. Koy regenerates more health than a 2.7 million MM deals every turn.
As for CoC, because CoC already has to wait 3 rounds to attack, it has a natural reason not to use it, and AoHM would simply make sure that what CoC does already is done better, by having an increase of damage every turn against everyone (because it would hit everyone).
Not sure how this would work with FB... This would simply give it extra damage every round, and since FB is already good.... Hmm... There may be a way to balance is here...
But, as I said earlier, it's still a great idea, regardless of how/when/or if it's implemented.
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