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Sorceress by cedi

The icon is already used by 1 tower:

Sorceress 

Name General Description
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Sorceress v15
38000i
3800
General
Element:astral
Rarity:unique
Goldcost:3800
Wave lvl:75
Ele. lvl:15

Submission
By: cedi
Date:2011-10-23 23:56:13
Status: APPROVED
ID:1457
Last Update:2017-10-02 17:46:55
Combat
DPS:1921
Type:Magic
Targets:2
Range:1200
Cooldown:3
Damage:5760 - 5771
Abil factor:0.45
Description
I make your dreams come true.

Abilities
Magic Missile
Whenever this tower attacks it launches a magic missile in the target ' s direction. The missile hits all units in 150 AoE and deals 100% of the tower ' s attack damage as spell damage to the hit units. The missile travels 1200 units.

Level Bonus:
+2% spell damage
Choose Modification
Cycle through the modifications:
Slow: 8% for 5 seconds, -20% dmg
Silence: 5 seconds, 50% chance, -40% dmg
Health Regeneration: -10% for 5 seconds, -25% dmg
Armor: -6% for 5 seconds, -25% dmg
Spell Vulnerability: 12% for 5 seconds, -25% dmg
AoE: 50, -15% dmg

Active ability:
Range: 0
Add Modification
Adds the bonus to the missile if the tower has enough damage left.

Active ability:
Range: 0
Remove Modification
Removes the bonus to the missile and returns the damage used.

Active ability:
Range: 0


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Discussion

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 Post subject: Sorceress v15 (1457)
PostPosted: Sun Oct 23, 2011 9:56 pm 
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This is the discussion thread for the tower Sorceress (1457)

Creator's comments for this tower:

Prepare yourselves for the sorceress!

(the real sorceress, not that puny creature made by drol (no offence dude ))


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 Post subject: Re: Sorceress (1457)
PostPosted: Sun Oct 23, 2011 9:59 pm 
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Joined: Mon Aug 22, 2011 4:25 am
Posts: 1778
Location: Earth
Change to Pyrotechnician, make her a fire tower, and rename magic missile to "Fireworks"

WOOOOOOOOOOOH. Go Fire! :mrgreen:

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Post subject: Re: Sorceress (1457)
PostPosted: Sun Oct 23, 2011 10:06 pm 
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Posts: 3006
Ohh man, you're right fire should get some love, but it looks so great on astral :D.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Sorceress (1457)
PostPosted: Sun Oct 23, 2011 10:08 pm 
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Joined: Mon Aug 22, 2011 4:25 am
Posts: 1778
Location: Earth
You must sacrifice for the greater good. :P

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Profile  
 
 Post subject: Re: Sorceress (1457)
PostPosted: Sun Oct 23, 2011 10:10 pm 
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Joined: Wed May 27, 2009 6:40 pm
Posts: 2795
Location: Langenfeld Germany
i think its okay for astral although i am a lil bit worried about the strengh of this tower as it can grant so many things dunno mb too op ?

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2000 posts with ancient of wonders


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 Post subject: Re: Sorceress (1457)
PostPosted: Sun Oct 23, 2011 10:29 pm 
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Don't think so, since she can much, but everything only a bit. On level 10 she is able too:

Slow by 30% for 5 seconds. No damage dealt. Icy core has 31% slow in a 1100 AoE and still 66% damage
Silence for 10 sec with 20% dmg. (Probably the strongest of all, but also only useful in certain waves.)
Stun for 0.5 sec with 20% damage. There are way better stun tower in nature, ice and iron
Decrease armor by 8, no damage.
Decrease spell defense by 48%, no damage
increase AoE by 300, no damage no effect.
or deal massive spell damage.

Or a mix of it all

Also look at the cooldown, 3 secs.

Btw. it is not that easy to micro the tower, since you have to toggle through the abilities, remove all bonus and then add new ones. So if there are two waves after each others that require different bonuses you probably wont be able to use the full potential of the tower.

_________________
[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 12:27 am 
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Joined: Wed Oct 12, 2011 1:36 pm
Posts: 1156
Not sure what you mean by "has damage left", but this tower makes me wish I had such amazingly awesome ideas all the time..


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 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 2:08 am 
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Joined: Mon Aug 22, 2011 4:25 am
Posts: 1778
Location: Earth
Tooltip: chose modification => choose

And yes agree with Kublai this tower is very creative. Great work cedi. Stay humble. :P

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Profile  
 
 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 7:01 am 
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Joined: Fri Jul 21, 2006 11:31 pm
Posts: 4713
Location: Munich, Germany / Sydney, Australia
this tower can do a AoE stun with each hit! OP! Very OP!
or a AoE Silence! OP!

maybe you should change these two to chances. A sure stun/silence on hit is too much.


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 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 10:23 am 
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@KublaiKhan1: The missile deals 100% of the towers atack damage, if you add a slow the missile deals only 80% damage but also slows. Now you can't add a stun, because it hasn't enough dmg left. ( since stun requires 100% dmg. ) Each level up you gain 2% damage. So without any modifications the missile deals 120% of the damage.

Hmm I don't know how much of a chance I should add, because I don't think I would build a tower that stuns 2-3 creeps every 6 seconds for 0.5 seconds. I would rather build 3 traps ...
But I can change the silence to 40% chance, is that better?

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 12:29 pm 
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Mind you yes that is very op. If you get the Sorc's cd down to 1 second and get +100% buff duration on it, she will perma stun lol.

For the silence I suggest reducing duration to 1 second but increasing Sorceress's damage to -15%.

For the stun probably best if you removed it because it's so easy to abuse stuns.

Edit: Also you think you can change slow to polymorph, same effect but sorceress morphs the unit into a sheep for the duration lol?

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


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 Profile  
 
 Post subject: Re: Sorceress (1457)
PostPosted: Mon Oct 24, 2011 2:14 pm 
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Joined: Wed Oct 12, 2011 1:36 pm
Posts: 1156
Also, when they get sheeped, have a blue moon appear over them, right?


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 Post subject: Re: Sorceress (1457)
PostPosted: Thu Nov 03, 2011 2:17 pm 
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What should I add instead of stun?

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Sorceress (1457)
PostPosted: Thu Nov 03, 2011 4:48 pm 
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Joined: Mon Aug 22, 2011 4:25 am
Posts: 1778
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I could give you some suggestions but I think 5 modifications would be better than 6. There's already enough variety on this tower with 5 modes. 6 seems like overkill for one tower and it might get confusing scrolling through them.

_________________
<Nubz> i wanna have my own farm
<Nubz> where i can grow all my own foods
<Nubz> and have my own animals
<@mOck_> you just want that stuff to lure little children over with a petting zoo
<@mOck_> i know your tactic


Top
 Profile  
 
 Post subject: Re: Sorceress (1457)
PostPosted: Fri Nov 04, 2011 12:18 am 
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Joined: Sun Jun 07, 2009 3:34 pm
Posts: 3006
Hmm key, I'll update it later, first I have to find out if attached models stay visible if you color a unit to 0 alpha.

_________________
[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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