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Lesser Elemental Ghost v5
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General
Submission
| By: |
der_kleine_Tomy
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| Date: | 2010-07-10 23:40:08 |
| Status: |
AWAITING APPROVAL
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| ID: | 1072 |
| Last Update: | 2010-07-16 12:05:42 |
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Combat
| DPS: | 174 |
| Type: | Essence |
| Targets: | 0 |
| Range: | 950 |
| Cooldown: | 2 |
| Damage: | 348 - 348 |
| Abil factor: | 0.9 |
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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.
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| Author |
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der_kleine_Tomy
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Post subject: Elemental Slime (1072) Posted: Sat Jul 10, 2010 9:40 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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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  . I will create other members if you like the tower.
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1st_Singularity
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Post subject: Re: Elemental Slime (1072) Posted: Sun Jul 11, 2010 6:24 am |
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Joined: Sun May 23, 2010 4:35 pm Posts: 13
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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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der_kleine_Tomy
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Post subject: Re: Elemental Slime (1072) Posted: Sun Jul 11, 2010 10:40 am |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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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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der_kleine_Tomy
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Post subject: Update to version v2! Posted: Sun Jul 11, 2010 11:19 am |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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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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MasterCassim
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Post subject: Re: Update to version v2! Posted: Sun Jul 11, 2010 11:30 am |
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| YouTD Admin |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 1387
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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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der_kleine_Tomy
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Post subject: Re: Elemental Slime (1072) Posted: Sun Jul 11, 2010 11:59 am |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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der_kleine_Tomy
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Post subject: Update to version v3! Posted: Sun Jul 11, 2010 1:21 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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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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der_kleine_Tomy
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Post subject: Re: Elemental Slime (1072) Posted: Wed Jul 14, 2010 1:38 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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No more suggestions ? Shall i create the other familiy members ?
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1st_Singularity
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Post subject: Re: Elemental Slime (1072) Posted: Wed Jul 14, 2010 2:12 pm |
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Joined: Sun May 23, 2010 4:35 pm Posts: 13
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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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der_kleine_Tomy
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Post subject: Re: Elemental Slime (1072) Posted: Wed Jul 14, 2010 2:49 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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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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der_kleine_Tomy
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Post subject: Update to version v4! Posted: Wed Jul 14, 2010 3:45 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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The tower has been updated to version v4!
Creator's reason for this update: Changed name and screenshot
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1st_Singularity
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Post subject: Re: Elemental Slime (1072) Posted: Thu Jul 15, 2010 6:04 am |
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Joined: Sun May 23, 2010 4:35 pm Posts: 13
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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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der_kleine_Tomy
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Post subject: Update to version v5! Posted: Fri Jul 16, 2010 10:05 am |
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Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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The tower has been updated to version v5!
Creator's reason for this update: Changed the gold cost
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der_kleine_Tomy
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Post subject: Re: Elemental Slime (1072) Posted: Sat Jul 17, 2010 5:21 pm |
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| Advanced User |
Joined: Thu May 20, 2010 8:11 pm Posts: 198 Location: Germany
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If there are no more suggestions, i will mark this tower for approvement.
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MasterCassim
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Post subject: Re: Elemental Slime (1072) Posted: 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
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You can leave out the ability and show the value in the info board instead.
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