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Spell Collector by cedi
Name General Description
1, 2, 3
Spell Collector v12
16000i
1600
General
Element:storm
Rarity:rare
Goldcost:1600
Wave lvl:47
Ele. lvl:9
Family:Spell Collector

Submission
By: cedi
Date:2011-09-30 15:09:16
Status:
IN THE MAP v1.00
ID:1377
Last Update:2014-12-10 07:20:34
Combat
DPS:540
Type:Energy
Targets:0
Range:950
Cooldown:2
Damage:1080 - 1080
Abil factor:0.3
Description
A field which is able to gather energy from spells.

Abilities
Magical Barrage
Whenever this tower attacks it has a 20% chance to launch a magical missile. Whenever a tower in 650 range casts a spell, the amount of missiles on attack is increased by 1 for a duration equal to the casting tower ' s ability ' s cooldown. The Spell Collector can shoot up to 10 missiles per attack. Each missile deals 2000 spell damage. Each additional missile has 5% higher crit chance and 10% higher crit damage than the previous one.

Level Bonus:
+0.8% chance
+80 spell damage
+0.2% spell crit chance
+0.4% spell crit damage
+1 max missiles every 5 levels


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Discussion

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 Post subject: Re: Spell Collector (1377)
PostPosted: Sun Apr 29, 2012 2:50 pm 
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I think Tommy meant to say that the function TriggerSleepAction has a minimum duration of ~0.2 seconds...

I guess I could do it with timers.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Spell Collector (1377)
PostPosted: Sun Apr 29, 2012 8:34 pm 
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That's exactly what I meant :)


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 Post subject: Re: Spell Collector (1377)
PostPosted: Mon Apr 30, 2012 2:31 am 
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Posts: 4527
Location: Australia
yeahs so you can do that (timerutils were added to latest devkit)
and also i was thinking, maybe add a z-arc to the barrage of projectiles that fly out (something similar to the arc on geothermal)

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Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Update to version v9!
PostPosted: Mon Apr 30, 2012 9:23 pm 
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The tower has been updated to version v9!

Creator's reason for this update:

Uses now timer utils. (Tested it, works. Just don't know how it looks with very high attackspeed. )

Added an random z and side arch to the missiles. So that you can tell the missiles apart even if they spawn at an insane rate.


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 Post subject: Re: Spell Collector (1377)
PostPosted: Tue May 01, 2012 1:01 pm 
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I'll approve this one in a few hours if nobody has further suggestions.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Approved!
PostPosted: Tue May 01, 2012 10:05 pm 
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This tower has been approved!
It will be in the next version of YouTD!


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 Post subject: Update to version v10!
PostPosted: Mon Aug 12, 2013 8:03 am 
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The tower has been updated to version v10!

Creator's reason for this update:

MBvalues
aura given name so it shows up good and proper in multiboard.


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 Post subject: Update to version v11!
PostPosted: Wed Dec 10, 2014 6:17 am 
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Posts: 1886
The tower has been updated to version v11!

Creator's reason for this update:

-Moved stacking handling IMinBJ thing from function incCast to onAttack; previously new stacks when already at max stacks would result in losing more stacks than gaining


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 Post subject: Update to version v12!
PostPosted: Wed Dec 10, 2014 6:20 am 
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The tower has been updated to version v12!

Creator's reason for this update:

Fixed multiboard values that I broke


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 Post subject: Re: Spell Collector v12 (1377)
PostPosted: Sun Jul 19, 2015 7:46 pm 
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Joined: Sat Jan 16, 2010 2:35 am
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Need to add an UID check for T in Launch.


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 Post subject: Re: Spell Collector v12 (1377)
PostPosted: Fri Oct 05, 2018 9:13 am 
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Joined: Thu Oct 04, 2018 7:35 pm
Posts: 82
I love Spell Collector, but with so many trigger / attack speed / spell damage based towers all on the same element, it has a hard time competing with those. The damage is really high if you manage to stack it to the maximum, I carried with it twice when I reached perma 25+ missiles (on the upgraded family member). It's very satisfying to watch stuff blow up by this huge barrage of lightning balls, but there are two problems that I identified:

1) This tower's scaling is very weak without tons of caster towers (which is obviously intended), and eventually exponentially deals more and more damage to oneshot anything on a proc when you have many of them. I think the range between the extremes should be reduced a bit, still rewarding a Spell Collector setup without making it useless when you don't have 8+ towers casting stuff on cooldown. I would improve consistency by increasing the baseline number of missiles to maybe 3 or 5 and reducing their overall damage a little, so that it becomes stronger than Prince of Lightning (which is also a support tower!) at maybe 10 missiles. Don't forget it's a slow attack with a low trigger chance, only for a single target burst!

2) The game actually becomes quite laggy when you shoot 25+ lightning projectiles twice per second once you reach a full endgame setup with 500% ias / 200+% trigger. Combined with my above suggestion, I'd also reduce the maximum number of projectiles, but maybe up the trigger chance or decrease attack time. Perhaps increasing projectile speed would help too.

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 Post subject: Re: Spell Collector v12 (1377)
PostPosted: Wed Jan 09, 2019 1:02 pm 
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Joined: Wed Apr 29, 2015 1:33 pm
Posts: 148
I apply for this tower to receive a buff :P Maybe aoe dmg missiles? Would code something myself but didn't figure out how to make the devKit work with current wc3 version :( (new/updated step by step guide for newbies how to make it work 100% would be nice so community can contribute to this TD in an easy way again)


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