What if sound was amplified based on the actual damage done.
Like when you buy a BF sword your AA gets a little louder
Like when you buy a BF sword your AA gets a little louder
Really interesting idea here LumberJack, and theoretically something that could be easily done. But I don't know if making the same sounds louder would get you the experience you are looking for, the idea of feeling stronger. What if there were sets of different sounds that kind of "unlock" once you past certain AD levels. Get a Pick Axe, switch to the heavier whoohes, get a BF, now you can hear extra blood spray and gore when you attack champions.
Really like your way of thinking about game audio dude :)
That would be a really cool feature! It would probably work pretty well with discrete marks like purchasing AD items, but I wonder if something similar could work for something accumulated more continuously, like armor, too? Maybe a sound of metal that becomes more pronounced as you stack more armor, or diminishing/warping the sounds of targeted spells hitting high MR-targets. Then there are discrete jumps in defensive spells as well, like shields and such, that could use the "unlock"-method.
On one hand this feature would really awesome for the experience, but it could also be useful visceral feedback how well you are doing damage- or defensive-wise. Especially for stacking armor/MR; right now there isn't a lot showing you how much damage you are soaking up through your mitigation, for example.
I agree. Based on the % damage being reduced the sound should be altered, like 50% and above its a more muted, dull sound. Around True Damage levels it would be loud and clear. That way an ADC or AD assassin can have a more clear idea if they need to buy armor pen.
The other option would be to change the color of the numbers that appear. The more vibrant the color the closer to true damage it is. Technically you could just compare the damage to the spell numbers, but that's not as cool or intuitive.
50% reduction isn't all that much... 50% reduction is just 100 armor to get that at level 18 you need somewhere between 20-40 armor I think... (not much)
every 100 armor doubles your hp against physical/ad damage (100% increase in effective hp)
50% reduction isn't all that much... 50% reduction is just 100 armor to get that at level 18 you need somewhere between 20-40 armor I think
~75 is a pretty solid average to work with for level 18 armor values, with ~3.5 per level.
Highest is
and
with 90 at 18, lowest is around 60 - so around 1040 armor depending on the champ.
every 100 armor doubles your hp against physical/ad damage (100% increase in effective hp)
well - every 100 adds another 100% of your current health bar to your current health bar. at 100 armor you get 2 HP bars, at 200 armor it's 3 HP bars, 300 armor it's 4 HP bars. or 1/2, 1/3, 1/4, 1/5, 1/6 damage taken.
Saying every 100 doubles your HP kind of gives the 1/2, 1/4, 1/8, 1/16, 1/32 idea - which isn't accurate in how it works.
Well yes you are correct each 100 armor doesn't double your health (only the first 100 does) And finally someone who gets it... armor does not give diminishing returns I am so tired of everyone thinking that...(Though the more resistances you have the more effective it is to buy health as resistance works by multiplying your health)
Each point armor gives 1% increase in effective hp and 100 gives 100% increase which only doubles you hp at 100% 0 armor til 200% 100 armor after that it gives you less and less % increase (doubling is 100 increase) though you do add just as much hp each time
Nasus in a brolane, R.I.P. headphones
If this were ever implemented, I'm going flat AD Crit Nasus next game. And I don't even play Nasus
Veigar or Nasus with infinite stacks. R.I.P in peace speakers.
Full build Draven (5 dragons, baron, and elixir of wrath) Spinning Axe Crit. Where are your eardrums now?
Based on the amount of work involved in recreating audio for every auto attack for different levels of damage, I think it would be unwise to do this on a case by case basis.
When Graphics Engineers or Artists are presented with a large number of resource files that they want to modify either at compile time or at run time, they write a program to programmatically change each of the files, and that program is called a shader. Graphics cards are advanced enough now that they can run many shaders at run time directly on their hardware.
What we would need in order to accomplish the suggestion is an Audio Shader. Changing the volume is an extremely simple example of an Audio Shader, but it doesn't have to be so simple. You could add distortions and all kinds of other neat things.
The question is, what sort of Audio transformation can you apply through an Audio shader that universally sounds both appealing and clear regardless of the Audio source? Should hard hitting things be louder, should armor cause things to sound metallic or echo? It can be difficult to come up with a universal shader, but if you do not do that they you would have to do the work by hand for each Audio File, which is probably out of the question.
I like the idea but outside of lane phase the sounds would mesh over and idk how that would go. Although I really do enjoy that idea but I would have to hear it to see if I would like it.
Imagine the sounds Jayce would make
My ears would be ringing because of all the damage I do.