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Healing Obelisk by SirCoqaLot.
Name General Description
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Healing Obelisk v23
3000i
300
General
Element:astral
Rarity:uncommon
Goldcost:300
Wave lvl:16
Ele. lvl:2
Family:Healing Obelisk

Submission
By: SirCoqaLot.
Date:2010-01-03 15:28:05
Status:
IN THE MAP RC v3.0
ID:703
Last Update:2012-11-06 11:06:39
Combat
DPS:470
Type:Elemental
Targets:0
Range:1000
Cooldown:1.5
Damage:674 - 736
Abil factor:1.6
Description
Basic tower that can ' t hold back its holy powers for long.

Abilities
Grace
50% of the damage done by this tower will be revoked over 3 seconds. Does not affect immune targets.

Level Bonus:
-0.4% of the damage healed.
+1 second needed to heal at level 15 and 25


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 Post subject: Healing Obelisk v23 (703)
PostPosted: Sun Jan 03, 2010 2:28 pm 
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This is the discussion thread for the tower Holy Obelisk (703)

Creator's comments for this tower:

experimental common tower will create other family members after i got some comments for thisone


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 Post subject: Re: Holy Obelisk (703)
PostPosted: Sun Jan 03, 2010 2:29 pm 
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Why does it have an ability factor of 1.7 but no abilities?

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 Post subject: Update to version v2!
PostPosted: Sun Jan 03, 2010 2:31 pm 
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The tower has been updated to version v2!

Creator's reason for this update:

i think because spelling true with a capital t messed up the whole engine ^^


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 Post subject: Re: Holy Obelisk (703)
PostPosted: Sun Jan 03, 2010 2:32 pm 
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Yea that's a really stupid bug ;-)


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 Post subject: Re: Holy Obelisk (703)
PostPosted: Sun Jan 03, 2010 2:45 pm 
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You can replace target.getUnit(), tower.getLevel() and Event.damage with locals since you use them 2 or more times. Ability seems to work, not sure if it needs more/less ability factor or not yet.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 1:04 pm 
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any other things to mention ? typos major flaws style comments ?

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 1:48 pm 
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The name of the tower is the same as this one, other than that everything looks ok.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 2:08 pm 
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I think the ability factor could be a bit higher. The Obelisk restores 46% of the damage on average (lvl. 10).

x * 0.54 = 1
x = 1.85

because the life is applied after 2 seconds; I think at least 1.75 better 1.8 wouöd be good.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 2:28 pm 
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just one thing why do you always calculate the abil facto for a tower with level 10 i mean the script isn't doing that either you will never see this tower has 800 range costs 30 gold and so shall not deal 30 dps cause its damage is increased by 5 % per level so it has to have an abilfactor of 0.8 ?

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 2:35 pm 
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The damage bonus you describe is the normal level bonus which all towers get. Because towers have to get stronger if they level; otherwise leveling would be useless. You can't lower the ability factor because of the generel damage increase; this makes no sense because the bonus is the same for all towers (with attackdamage).

But you have to calculate the average damage of an ability; otherwise insane level bonuses would not be recognised. So I calculated the damage with level 12.5 but geX writed it is also ok if you calculate at level 10.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 2:57 pm 
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let's do a little game then i know that i dint take level boni into account but in general level boni from 3-7 % dmg increase should be okay
we have two towers here the first tower has
800 range
1 sec cd
60-60 damage
an abil factor of 1
the second tower has
800 range
1 sec cd
30-30 damage
100% on attack do do 30 attack damage
this ability has a level bonus of +5% damage

to calculate the abil factor of the second tower you make it level 10 giving it 30 attackdmg on attack saying then the abil factor can not be 0.5 because the ability deals approximately 45 dmg so the abil factor has to be 0.25 making the basedmg of the tower 15-15 damage.

now lets compare the two towers on level 10 not looking on to the attackspeed because both are getting the same boni there not changing the proportion they deal if compared to each other.
the first tower will simply have 60-60 attackdamage with a 50% bonus because damage gets increased by 5% per level up so we have a level 10 tower dealing 90-90 damage
lets look into the second tower
the basedmg gets improved by 5% making this tower deal 22.5-22.5 damage and still has a 100% chance to deal (30-30 improved by 50%) 45-45 attakdamage on attack.
so it deals 67.5-67.5 damage on attack
so the tower with the abil factor of 1 deals 1.3 times the damage of the tower with the ability meaning every tower which has an ability dealing only 70% of the damage a tower does without abilities.
there has to be something wrong dont u agree ?
mfg so far SirCoqaLot.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 4:18 pm 
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I think the model does not look astral enough


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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 6:28 pm 
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@SirCoqaLot.: Yes, if you want to calculate it correctly you musn't calculate the normal level bonus. But if you use spelldamage it also gains the normal spelldamage level bonus. So you have to calculate the wohle level bonus.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 8:46 pm 
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About the name, i suggest "Healing Obelisk".

Quote:
Holy Power
The tower heals non immune target for 50% of the damage done after 2 seconds.

I suggest 3 things:
  1. Rename the ability in "Healing" or "Grace" or something like that, so the player recordnize faster that this tower has a negativ effect.
  2. I think the tooltip doesnt not specify which damage is the base of the 50%. So i suggest:
    Quote:
    Damage done by this tower will be healed by 50% after 2 seconds. Does not heal immune creeps.
    I think this one is much clearer
  3. Perhaps highlight "healed" red, so the negativ effect becomes clearer?


Last edited by Natac on Mon Jan 04, 2010 8:56 pm, edited 1 time in total.

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 Post subject: Re: Holy Obelisk (703)
PostPosted: Mon Jan 04, 2010 8:56 pm 
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boekie wrote:
I think the model does not look astral enough


Agreed, maybe switch to a sunken ruins - tileset obelisk and give it a floating effect above?


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