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View Full Version : WARNING Partly complicated: Shard Golem


Cross Punisher
02-10-2005, 07:46 PM
I've been thinking about this unit for a couple of days. It's fairly complicated and it took some work to make it work.

SHARD GOLEM
"Shard Golems summon shard fragments onto a unit's armor. The shards allow armor to reflect nulified damage back at the attacking unit rather than simply absorbing it. The shards require great concentration by the Shard Golem to maintain, and units under the Shard Golem's effect that stray too far from the Shard Golem lose the shards from their armor, as the effect can't be maintained over great distances."

STATISTICS
Health Points: 60
Power: 0
Armor: 0
Movement Range: 2
Recovery Time: 4
Attack Range: 6
Blocking: 0%

INFORMATION
The Shard Golem casts Sharded Armor on all friendly units in its 6 tile range. Sharded Armor also adds 6 additional armor as long as they stay within the Shard Golem’s 6 tile attack range. This is not a focus attack, but is instead turned on and off with each attack of the Shard Golem.

This is how it works. When you attack a unit, armor normally reduces the damage done but when a unit is sharded, the damage reduced by the attacked unit's armor is reflected back at the attacking unit. These 2 equations sum it all up for you.

PLEASE REMEMBER ORDER OF OPERATIONS IF TRYING THESE EQUATIONS

Damage to Attacked Unit = Damage - (Damage * .attacked units armor)

Damage to Attacking Unit = (Damage * .attacked units armor)

Now if you've gotten this far and still know what I'm talking about good for you :) .I know this unit may be to complicated to become an actual unit, but I don't care. It's got as good a chance as any other unit here. I just want to hear what you all think about this unit so give me some comments. I'm sure theres still some design flaws because even I can't think of everything, but I tried hard to take everything into account. Do I need to add diagrams about how much units are damaged for attacking because believe me I have them?

Ouch my head hurts, I'm about to go lay down.
*stumbles away*

Kyir
02-10-2005, 07:48 PM
makes perfact sence and i like it, you may have the honor of rep

kvon78
02-10-2005, 07:49 PM
makes perfact sence and i like it, you may have the honor of rep


wow! a complement on a unit from kyir?!?! awsome! and i agree great unit man!

Lonely Tylenol
02-10-2005, 07:56 PM
Well... If you ask me in earnest, I'd have to say it sounds a lot overpowered. You said it raised armor levels, right?... Well, consider this. You could combine this with the Stone Golem to have a Dragon Tyrant with 76 armor and the ability to deal back damage, assuming the armor rating for the Shard Golem is +30.

Make it without the Stone Golem, and sure, it could work... (It might also be wise to only give a small amount of armor or none at all with the Shard Golem, so the choice between the two is higher defense or retal damage.)

EDIT: My mistake, I misread the post. It doesn't raise armor, does it?

Since that's the case, you have two thumbs up, my apologies, and a rep.

Kyir
02-10-2005, 07:56 PM
you should make them noncompatible on a single unit

Lonely Tylenol
02-10-2005, 08:00 PM
you should make them noncompatible on a single unit

That works, but most people would only use one anyway, since having two non-compoundable focus units and the Cleric alone takes three potential attack units out of it... Dragon takes out another... People would probably only use one or the other anyway. (I'd sooner use the Stone for rush, and the Shard for turtle)

Cross Punisher
02-11-2005, 06:50 AM
It doesn't give the unit any extra armor. It just reflects damage nullified by the armor back at the attacking unit instead of simply absorbing it.

And Kyir when you say, "you should make them noncompatible on a single unit" you meant a single setup right.

Office_Shredder
02-11-2005, 06:56 AM
It actually looks pretty balanced.... congrats

I like the heal the opponent part

Kick that assassin's ass!

HellDead Reaper
02-11-2005, 12:30 PM
very complicated, but if the admins accept to do the coding, id love this unit, even though i wouldn't recieve it on a single's acc :)

great job, good alternative for relying on clerics, and better in turtle, since it has a restricted area focus. Now we just have to solve the turtle vs. rush situation :p

mushroom_girl
02-11-2005, 03:50 PM
Nice. I wish that unit existed, with a few things adjusted so that it wasn't over-used or something. But it seems very balanced and can save you when it comes to an assassin attack. Rep+1 !

Kyir
02-11-2005, 04:45 PM
It doesn't give the unit any extra armor. It just reflects damage nullified by the armor back at the attacking unit instead of simply absorbing it.

And Kyir when you say, "you should make them noncompatible on a single unit" you meant a single setup right.

yhea

Walrus
02-11-2005, 04:47 PM
i still dont feel like reading it after all this time.

i read up to the bit where you started going into the healing, then had to do something else. it sounds OK, but maybe a bit underpowered, bare in mind i aint seen the healing part yet though..

Kyir
02-11-2005, 04:52 PM
u reped him, so i rep u! only cause your units kick ass! _kvon78

finally someone say says it

Walrus
02-11-2005, 04:58 PM
:rolleyes:

CRX687
02-11-2005, 05:18 PM
It's an interesting idea and all, but quite weak.

Okay, the 1 HP thing doesn't matter too much, but there really isn't any reason to use this over stony... And it's hard enough to keep focus...

Squidster_31
02-11-2005, 06:27 PM
Well i think it was very well thought out. You had it all right how long it take you to think this up? well anyway CRX687 personaly i think your just trying to put him down. the 1 hp is perfect for the way the unit is formed.

Whoops didnt read the top of your post i guess it took you 3 days.

CRX687
02-11-2005, 06:40 PM
Well i think it was very well thought out. You had it all right how long it take you to think this up? well anyway CRX687 personaly i think your just trying to put him down. the 1 hp is perfect for the way the unit is formed.


and i did say the 1hp thing is perfect.

However, it is WAY underpowered. Think now, in a rush/bomb/spread form, the attack pattern makes this useless, and tehre are way better choices.

In an anti rush, this is another focus unit taht doesn't serve by itself, again making it useless.

In an turtle, where would you put this? in front of the cleric? in which case it's a waste of an armored unit. Also, it's effect was VERY weak compared to the stone golem... would you rather have a scout that only takes 17 damage to dragon or a scout that takes 26, and deals... 2 back? It MIGHT work with armroed knights, but again, the fact that it needs to maintain focus destroys it's power. Even without the 9 range limitation, it's underpowered. there are simply better choices.

My suggestion would be to make it have a range of 7, and scrub the focusing thing altogether, all ur units within 7 spaces of it give back the damage...

sure, the effect is original, but it's also impractical and useless the way it is right now... well, not completely useless, but there are better options in EVERY kind of play...

edit: *looks at his join date*... why am i arguing strategy with him?

Cross Punisher
02-12-2005, 12:06 AM
CRX brings up a good point. This wouldn't be very effective on a scout dealing a maximum of 2 damage to even a LW attacking it because a scout's armor is almost non-existant. Against bombs just Shard the units you think are most likely to be attacked at first. If a pyro attacks 3 Knights, each knight takes 11 damage but the pyro takes 12 damage, capable of being killed by a scout. Just think what happens if it's a witch or a powered uf pyro.

I made it so if your using a Stone Golem and Shard Golem it's not possible to stone and shard all 5 units without first repositioning them.

I think this could be very interesting in turtle vs. turtle matches where you wouldn't have to worry about opponents rushing in and trying to break your focus quickly.

Why did you have to bring up my join date? I joined the forums about 6 months after I'd been playing the game, so I have pretty good experience in the game.

Zhou Yu
02-12-2005, 12:30 AM
Why did you have to bring up my join date? I joined the forums about 6 months after I'd been playing the game, so I have pretty good experience in the game.

Err... I think he was saying that about Squidster. Anyway, CRX does bring up a good point. This unit is excellent in it's own ways and equally powered. I'm quiet impressed with it. However it'll require alot of coding to get it done so if this unit get's approved, I'll try my best to go gold and get one. =)

CRX687
02-12-2005, 09:57 AM
CRX brings up a good point. This wouldn't be very effective on a scout dealing a maximum of 2 damage to even a LW attacking it because a scout's armor is almost non-existant. Against bombs just Shard the units you think are most likely to be attacked at first. If a pyro attacks 3 Knights, each knight takes 11 damage but the pyro takes 12 damage, capable of being killed by a scout. Just think what happens if it's a witch or a powered uf pyro.

I made it so if your using a Stone Golem and Shard Golem it's not possible to stone and shard all 5 units without first repositioning them.

I think this could be very interesting in turtle vs. turtle matches where you wouldn't have to worry about opponents rushing in and trying to break your focus quickly.

Why did you have to bring up my join date? I joined the forums about 6 months after I'd been playing the game, so I have pretty good experience in the game.

Indeed, i brought up the join date of squidster only because he was criticizing my motives...

And I do think this unit is very cool and original (You get a rep for the idea ;) )

But it is quite impractical. Turtles are hard pressed to find room for attacking units as is, if you only have room for 4-5 attacking units in your form, would you take out ANOTHER one for this thing? chances are, no.

And as with the situation with the pyros. The knights would have to be clustered together and next to the golem to gain the shard effect... meaning a smart opponent would break its focus before bombing the knights.

And it'll be VERy hard to maintain its focus. especially if the sharded units ahve to be right next to it at the start.

to make it more viable in game, i suggest 2 possibilities.

1) there's no attack pattern. It can start focus anywhere, and every unit within its range will gain the shard armor. Perhaps to balance this, decrease range slightly...

2) There is no focusing involved at all, just make the range 6-7, and all friendly units within range gets the shard effect. But then give the shard units a handicapp too, like things do an extra 3 damage to it.


These would make it more viable in both turtles and anti-rushes

Cross Punisher
02-12-2005, 09:57 PM
I may go with the first choice because you should have the option to turn the effect off if need be. In fact when I look at it it's a little on the underpowered side. Most of the damage done by the shard armor could be equalized by you just healing because healing would normally heal your opponent between 1-3 HP. I think an effect kinda of what the DSM does with Pyros and the dragon would work best, except you would be able to turn off the effect if need be. I'll work on it for awhile.

sub the hendrix
02-12-2005, 11:33 PM
Good unit, and reps to you cross punisher, but the healing thing confuses me for this reason; healing is not affected by armor, when a cleric heals a knight it heals 12 hp not 9. I guess I dont understand why healing should be affected by the shard golem.

Cross Punisher
02-13-2005, 11:07 PM
I'll try to explain this with a story :cool:

You may not have realized this but the Shard Golem and Stone Golem are closely related, but the Shard Golem requires much more concentration. Let me also say that in my made up pretend world the Stone Golem's armor absorbs health too :rolleyes: , but the Stone Golem doesn't use as much concentration as the Shard Golem and in fact is able to break focus for microseconds so units can be healed completely. The Shard Golem on the other hand is using full concentration to keep focus (Losing HP, Limited range) and cannot break focus for even a microsecond or it wouldn't be able to retain it back.

And thats how I would explain it in story land. Cool huh?

BTW I'm still working on it.

Gho§t Pha§e
02-14-2005, 01:43 PM
I'll try to explain this with a story

You may not have realized this but the Shard Golem and Stone Golem are closely related, but the Shard Golem requires much more concentration. Let me also say that in my made up pretend world the Stone Golem's armor absorbs health too :rolleyes: , but the Stone Golem doesn't use as much concentration as the Shard Golem and in fact is able to break focus for microseconds so units can be healed completely. The Shard Golem on the other hand is using full concentration to keep focus (Losing HP, Limited range) and cannot break focus for even a microsecond or it wouldn't be able to retain it back.

And thats how I would explain it in story land. Cool huh?

BTW I'm still working on it.
Lol nice cover/story cross punisher :p

Cross Punisher
02-15-2005, 10:16 PM
Thx but I don't really feel like working on this unit anymore. I'm happy with the results I got right here. I might edit it later and post that I did in a later post of mine. Well since I'm out of ideas for right now does anyone have any unit ideas. If it seems original enough I'll try and make it work.

:) Thx again for support :)

Lonely Tylenol
02-18-2005, 06:52 PM
A much-worthy bump for this thread. CP got me thinking with his words in my thread. He put a lot of work into this. It demands worship! On your knees, mortals!

wolf rayne {D}
02-28-2005, 07:45 AM
excallent idea!
(goes without saying)
rep +1!!!!!

Ignition
02-28-2005, 08:18 AM
I wish that people that have the power to make the unit had half the mind to look on here more often....
as this is just what we golds have been waiting for!
I love the unit idea man keep them commig

The Assassin
02-28-2005, 03:06 PM
I like this idea and it seems like a great unit to have. It seems balanced to me so I don't think it will take much tweeking to be a great new unit.

Cross Punisher
03-07-2005, 12:57 AM
I wonder why people like this idea so much?
I really do wonder
:rolleyes:

Cross Punisher
04-02-2005, 04:37 PM
:hi:

Yes yes I know this is a double post, but I was asked to do so for the upcoming "Updated Best Player Designed Unit Poll," thing.

During the week I was gone, I thought about how I could persuade others to like this unit. I thought about discussing how my unit is better than the others in my own opinion, but then I realized that that isn't something I would like to do, so I'll just go into tactical uses for this unit.

The shard golem, like the stone golem, is a unit that can't be effectively used in a bomb/rush, and that is why a defensive unit is needed right now. The threat of the Shard Golem really comes into effect once your opponent loses their cleric, and the opponent realizes they take damage for simply attacking. That in itself is something scary to realize.

Why people liked this unit so much I will never know. I mean I got people who don't even post in the CAU Forum to post and acknowledge how much they like it, but alas all of it was done without an explination. I guess I'm curious because the Shard Golem isn't my most original unit. I just took the idea of reflecting damage nullified by armor, and balanced it out.

Thank you all of the people who like this unit, as it felt good to make a unit that people like. I will try to continue doing this with new ideas.

May you go with Love and Peace.

eternal fire
04-02-2005, 06:30 PM
it would be interesting if 2 sharded units attacks each other. (i.e a stoned, sharded and powered up pyromancer attacks a "stoned and sharded witch", the witch reflects 8damage and pyromancer reflects about 2 damage back to the witch, then the witch the reflects back ... and so on. Until it refects 0 damage :confused: Then it might keep on reflecting the 0 damage around. And keep up forever. Because techanically it's still damage. (Just j/k i assume that when it hit 0 it will automatically stop.)

But this brings to another interesting point, if a shaded unit attack another shaded and and armoured unit. The attacker can get a extra attack boust. Which might be sufficient to kill a unit.

I like this unit because
1) I am not an A$$
2) Its original and creative
3) Its nicely presented
4) Its a new unit

I don't like this unit because
1) uhmmm... ( comming soon)

Cross Punisher
05-17-2006, 09:31 PM
*blows dust away*
Aw my first "successful" unit... good times... good times

Still don't think it's quite "right." I like the old way it worked but that way was uneffective. This way is more effective but it just doesn't seem right.

Fate's Decision
05-17-2006, 09:44 PM
The units I've suggested in the past are long gone...

Cross Punisher
05-18-2006, 01:18 PM
The units I've suggested in the past are long gone...how so?

yall are ded
05-18-2006, 02:29 PM
The units great, plain, and simple...well not simple.

Fate's Decision
05-18-2006, 09:32 PM
how so?

Ha! I guess there is no such thing as a thread compost after all

Threads made by my old account (http://www.tacticsarena.com/forum/search.php?searchid=413319)

That means I need to change my sig.:confused:

It's funny, my threads recieved more merit when I was 12 than the ones I make now. Good times........:(

You know I started TAO about 6 weeks after its release. I used to be sooo bad at it:bigsmile:. My good computer broke down and its going to be about a week before I get it back. The reason why I started playing again was because it's boring as hell here and this graphics card is horrible. Anyway...

Cross Punisher
05-19-2006, 12:16 AM
You may have had something with that Trobadour :)