Cooldown increased to 14 seconds from 10.All VFX updated with a sci-fi thematic.All VFX updated with a spooky thematic.All VFX updated with a winter thematic.Enemies affected by the spell get a shadowy screen space effect. New dash effect when Nocturne casts the ability.Updated beam and shadow effects to show the timing more clearly.More thematic spell shield and new attack speed buff effect.Updated missile effects and rebalanced darkness trail.His blades now glow when his passive is ready. New effect to clearly show the area of effect.New basic attacks swipes and target effects.Base magic resistance reduced to 32 from 32.New Effect: Damage and healing are now reduced by 50% against minions.
#Dusk horror enemy full
Bug Fix: Now correctly heals for the full amount against pets.Renamed to Old God Nocturne from Elderwood Nocturne.The following images display the indicator for the default skin:Ī glowing red silhouette of Nocturne's blades indicates an enemy champion can be targeted by Paranoia's recast.Ī glowing green silhouette of Nocturne's blades signifies an enemy champion has been targeted by Paranoia's recast. A spell indicator telegraphed to Nocturne and his allies will be placed on all enemy champions within range of Paranoia's recast while the ability is active.Players' screens will turn a different color when Paranoia is cast, based on their perspective: blue for allies and red for enemies.Paranoia's nearsight does not apply to clones.Paranoia cannot be recast while grounded or rooted.Using a dash or blink ability will interrupt the flight.Nocturne can cast any of his abilities, summoner spells (excluding Hexflash), or item actives during flight.Paranoia's nearsight will apply to enemy champions that are untargetable or are dead, and will persist through death.He will dash to the target's previous location without dealing damage if the target is too far away or moves beyond the maximum tracking distance (3500, 4250, 5000 units based on rank).Nocturne will track the target if they change locations.The bonus movement speed stacks multiplicatively with other sources of movement speed boosts.Duskbringer will fire from wherever Nocturne was at the start of the cast time.The formed Dusk Trail does not disappear if Duskbringer is intercepted by Wind Wall or Unbreakable.Spell shield will block the damage and also prevents the Dusk Trail from following the target.It is a form of obscured vision the trail indirectly reveals the location of enemy units even in the fog of war, including those shrouded by stealth. Duskbringer's Dusk Trail will expose the path of affected units until its duration ends.This feature is somewhat deprecated as it also limits chain-casting Duskbringer. It is observed from seasons ago that this is intentionally hard-coded into the ability to avoid the projectile increasing its own damage.Duskbringer's damage is not increased by the bonus AD gained from its trail, meaning that casting it again while on the trail from the last cast will not result in higher damage.Basic attacks against structures will not trigger Umbra Blades' enhanced attack, but will trigger the cooldown reducing effect.5% AD, which is 10% of the reduction in base critical damage from Pre-Season 11. Now, the formula reduces the expected critical damage slightly by -2. This also causes bonus critial damage such as Infinity Edge's passive to be 10% stronger on the attack. (bug) It stems from a time where critical strikes by default did 200% AD damage, which meant that 110% of it equaled 220% AD, equal to a more standard Umbral Blades' bonus damage of 20% AD added to the critical damage.