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Lesser Elemental Ghost by der_kleine_Tomy

The icon is already used by 1 tower:

Heat Absorber 

Name General Description
1, 2
Lesser Elemental Ghost v5
1800i
180
General
Element:astral
Rarity:uncommon
Goldcost:180
Family:Lesser Elemental Ghost

Submission
By: der_kleine_Tomy
Date:2010-07-10 23:40:08
Status: AWAITING APPROVAL
ID:1072
Last Update:2010-07-16 12:05:42
Combat
DPS:174
Type:Essence
Targets:0
Range:950
Cooldown:2
Damage:348 - 348
Abil factor:0.9
Description
A mysterious Ghost, which deals different damage types.

Abilities
Mimic
The Ghost ' s attacks are varied, and its damage type will either be good or bad against its target. Trigger chance adjusts the good/bad attacks to be better.
Show Damage Multiplier
Shows the multiplier of the damage this tower does on each attack.

Active ability:
Cooldown: 1 sec
Range: 0
Specials
+1% trigger chances/lvl

Status:
AWAITING APPROVAL.

1, 2
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Discussion

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Author Message
 Post subject: Elemental Slime (1072)
PostPosted: Sat Jul 10, 2010 9:40 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
This is the discussion thread for the tower Elemental Slime (1072)

Creator's comments for this tower:

Uncommon astral tower because astral lacks some towers but I'm not sure whether this tower fits astral well. There are probably some questions about the ability because it's a bit complicated :P . I will create other members if you like the tower.


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Sun Jul 11, 2010 6:24 am 
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Joined: Sun May 23, 2010 4:35 pm
Posts: 13
I love the idea, but have a comment about the terminology...

The way I read your tower was that at level 0 with 100% trigger chances, you have a 50% chance for a good type, and a 50% chance for a bad type. Then, at level 25, or with 150% trigger chance, you have a 75% chance for a good type, and a 25% chance for a bad type. The confusion comes from most "x% chance" terms in YouTD to be based on trigger chances, while this tower is set to be 50% good, 50% bad, with HOW good/bad to be based on trigger chance.

Perhaps reword the ability to something along the lines of:

"The Slime's attacks are varied, and its damage type will either be good or bad against its target. Trigger chance adjusts adjust the good/bad attacks to be better"

Another possibility is to make the ability deal a random damage type, adjusted higher by trigger chances - this would let you clean up the wording a little, and also make the tower significantly easier to code/debug (not to mention make it more enticing). I also like that the tower is Astral (Astral really needs a heavy-hitting tower), but think that the model might not be quite so fitting... I look at the slime and think Darkness


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Sun Jul 11, 2010 10:40 am 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
Yeah the ability is a bit complicated to understand. Let's say the enemy has armor type Sol and is not immune. The good types would be Decay(180% damage), Magic(150% damage) and physical(120% damage), the bad types would be essence(100% damage), elemental(90% damage) and energy(60% damage). It's always the same chance to get a good or a bad type. The triggerchance affects the chance to get a better type from the good/bad types. So it's more likely to get Essence damage or Decay damage against a unit with Sol armor. Hope it's now clear how the ability works.
I will change the tooltip and remove the percentages. And about the model, maybe i can make the slime a bit brighter.


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 Post subject: Update to version v2!
PostPosted: Sun Jul 11, 2010 11:19 am 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
The tower has been updated to version v2!

Creator's reason for this update:

Changed the model, the gold cost, the tooltip and the attackspeed.

How can i change the screenshot of my tower ? It should be a yellow/orange ghost.


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 Post subject: Re: Update to version v2!
PostPosted: Sun Jul 11, 2010 11:30 am 
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YouTD Admin
User avatar

Joined: Sat Jun 13, 2009 1:15 am
Posts: 1387
der_kleine_Tomy wrote:
[color=#40FF00]How can i change the screenshot of my tower ? It should be a yellow/orange ghost.

If you uploaded your tower with a new image just refresh the page (F5).


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Sun Jul 11, 2010 11:59 am 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
oO Now it works -.-


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 Post subject: Update to version v3!
PostPosted: Sun Jul 11, 2010 1:21 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
The tower has been updated to version v3!

Creator's reason for this update:

Fixed a bug. The tower could't deal 0.60*damage against immune targets without sif armor. Hope everything works because i can't test this tower against sif armor, immune units and challenges.


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Wed Jul 14, 2010 1:38 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
No more suggestions ? Shall i create the other familiy members ?


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Wed Jul 14, 2010 2:12 pm 
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Joined: Sun May 23, 2010 4:35 pm
Posts: 13
Go for it! Just erase the spaces in "Ghost ' s" and I would say it looks good! It might also be nice to change the chances of a good hit vs. bad hit in higher later family members (so that there is more than just pure damage progression).


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Wed Jul 14, 2010 2:49 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
I can't delete those spaces because there aren't any in the map :( Just look at other towers, they have also spaces.
Shall i change the tooltip for the other members so that people can see that the new tower has more chance to get a good attack ?


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 Post subject: Update to version v4!
PostPosted: Wed Jul 14, 2010 3:45 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
The tower has been updated to version v4!

Creator's reason for this update:

Changed name and screenshot


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Thu Jul 15, 2010 6:04 am 
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Joined: Sun May 23, 2010 4:35 pm
Posts: 13
I think indicating progression would be a good plan, but honestly I don't think its needed. Basically, the core mechanics are going to be so obscured from the end-user that they might as well just assume that the increased trigger chances are causing their better attacks. I would honestly prefer the detailed explanation to be left here, on the forums, in the code rather than being crammed into a tooltip.


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 Post subject: Update to version v5!
PostPosted: Fri Jul 16, 2010 10:05 am 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
The tower has been updated to version v5!

Creator's reason for this update:

Changed the gold cost


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Sat Jul 17, 2010 5:21 pm 
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Joined: Thu May 20, 2010 8:11 pm
Posts: 198
Location: Germany
If there are no more suggestions, i will mark this tower for approvement.


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 Post subject: Re: Elemental Slime (1072)
PostPosted: Sat Jul 17, 2010 9:28 pm 
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YouTD Admin
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Joined: Sat Jun 13, 2009 1:15 am
Posts: 1387
You can leave out the ability and show the value in the info board instead.


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