Dragon Quints

Skyslayer630·6/3/2016, 10:31:02 PM·2 votes·394 views

One quint for each dragon type. What it does is it increases the chance that that dragon type will spawn next. If you have a red quint you get a 10% increased chance of spawning an infernal, increasing the overall chance from an initial 25% to 35%. If you have 3 red quints you get a 30% increased chance of spawning an infernal, bringing the overall chance to 55%. If 4 players on your team have 3 red quints you get a 120% increased chance of spawning an infernal, bringing the overall chance to 145%.

If you think 10% per quint sounds like a lot, it really isnt. Since the sum of these probabilities now exceed 100% you have to scale them down equally to get back to 100%. So if one team runs 6 red quints and the other team runs 5 yellow quints then the probabilities would be 85% red, 75% yellow, 25% blue and 25% green, which scales down 40.47619% red, 35.71429% yellow, and 11.90476% for blue and green. (Yes these numbers add up to 100%.) If one team runs a max of 15 red quints and the other team runs none, then the chance of a red dragon will be 70% (15x10 + 25) * 100 / ((15x10+25) + 25 + 25 + 25))

Additionally, each quint enhances the effect of that particular dragon buff by 5%. For example, 16% damage becomes 16.8% with one red quint or 18.4% with 3 red quints. This would only apply to the wearer of the rune.

This would let you build team comps that synergize with a specific dragon buff. And rito would sell a lot more rune pages!

1 Comments

iSlappedMyPPOff6/3/2016, 10:37:57 PM2 votes

I like the idea of being able to influence which drake spawns next but I also like how players have to adapt their playstyle (nothing too major) to the drakes that they or the enemy receive. Say that the your team secures a fire drake, now the enemy will have to pick their engagements/teamfights more carefully or they may be punished extensively for it.