View Full Version : Debilitator
Walrus
02-11-2005, 07:43 AM
"Coming soon"
Debilitator
Life : 35
Armor : --
Power : 0
Blocking : 30/15
Attack Pattern/Range: Identical to the Stone Golem.
Recovery : 3
Movement: 3
All units hit by the Debilitator are crippled, causing them to recieve -20% chance to hit (ie whenever they attack, the target effectively has +20% blocking from front OR sides. This even applies to units who normally have no blocking.) -1 movement, -5 power, -10 armor and +1 recovery. This effect remains until the Debilitator's focus is broken.
Note - The key to this unit is getting him into a position where he can use his ability in safety. Combined with a barrier ward he can be potentially deadly. The effect his attack causes is extremely powerful, but as with all "offensive" focus users, he can be easily disrupted, hence the issue is protecting him and preventing him from being attacked while he uses his ability.
Cross Punisher
02-11-2005, 08:31 AM
Does this attack use any LOS?
as well as a -20% chance to hit (ie units that it attacks gain 20% blocking against this unit).
You say it deals 5 unblockable damage but the you say they gain 20% blocking against the Debilitator. So if I'm correct the attack is blockable but if it hits then all the effects happen right?
Walrus
02-11-2005, 08:41 AM
i meant that when the affected/debilitated unit attacks something, the thing it attacks has +20% blocking against it
no los
HotChicks
02-11-2005, 10:22 AM
so its pretty much a unit that just cripples its stats, not bad
HellDead Reaper
02-11-2005, 12:21 PM
That'll destroy combo kills and all the combinations of killing a unit. The power and armour changes would create a whole new damage chart. Most people wouldn't bother memorizing it, and atacking wouldn't be so organized, it would just be dealing damage and hoping you'd kill the unit.
Walrus
02-11-2005, 01:09 PM
wrong. the bad players wouldnt memorize it. i can nearly guarantee that all of the good players know their damage charts against stoned units, this would be similar, meaning it would help seperate the good from the bad :p
Lonely Tylenol
02-11-2005, 01:21 PM
wrong. the bad players wouldnt memorize it. i can nearly guarantee that all of the good players know their damage charts against stoned units, this would be similar, meaning it would help seperate the good from the bad
He's right. My friend uses a Stone Golem with Knights/DT and I always know exactly what does how much damage, what I should use to do that much damage... And make sure I know when his Stone Golem is open so I can pick off the Focus.
Making the first two irrelevant, until I lose my Scout.
I like the Debilitator, with the exception of the fact that you can have multiple ones... Right? If not, good. If you CAN have multiple ones, that's sickeningly overpowered, since you could just turtle it and warp any two units that get close enough for a walloping, OR, since it's not focused, stack effects. (You can do this even now; combine it with a Poison Wisp or even just a Frost Golem and it's more than lethal)
By the way, the Debilitation's defense alterations wouldn't be too hard to figure out:
1. Knight - 10 = Beast Rider
2. Lightning Ward - 10 = Scout
3. Scout - 10 = Pyromancer
If you're too lazy to calculate, just think of the unit that would closest resemble it in terms of armor when it has the power-down. It shouldn't be hard.
KBHoleN1
02-11-2005, 02:53 PM
The power and armour changes would create a whole new damage chart. Most people wouldn't bother memorizing it, and atacking wouldn't be so organized, it would just be dealing damage and hoping you'd kill the unit.
So, you are saying, that if it weren't for the damage calculator or charts, you wouldn't know how much damage units do? Have you ever considered calculating it yourself? Even rough estimates can sometimes be very useful if you are unsure of the attack damage. By now I have memorized the attacks, but when I started I took the time to calculate so I could be sure, before I knew about the damage calculator.
For those that might not understand the concept, the number of a unit's armor is a percentage, so this is the percent of the attack that is stopped, or reduced from the total damage.
Example: A scout attacks an assassin. Scout power = 18, assassin armor = 12. So 12% is about 10%, right? So 10% of 18 is 1.8, which is about 2. So you assume the scout will do 18 - 2 = 16. Voila!!! You have the damage without a calculator or a chart. If this seems too much work for a game (lol, I understand) a calculator works well also, punch in a few numbers and you'll never be wrong. But memorization is the best way, for those of us who play the game way too much, lol.
By the way, interesting idea Walrus, I suggested something like this, a unit that lowers some stats as opposed to beefing up your own units. Sadly, my idea got flamed, glad someone could make it work :) .
Walrus
02-11-2005, 02:54 PM
but remember what i added about healing negating the effect. originally it was a focus attack, but i changed it to allow multiple targets, but was negated by healing....either version is ok i think
Walrus
02-23-2006, 02:57 AM
revamped this unit because i think it had potential.
and im done with the bumps now.
KBHoleN1
02-23-2006, 08:38 AM
Can't be sure I remember what you changed, but I would assume you took out the part about healing negating the effect, and made it all focus. In turn, I assume you gavw it more range and/or movement to account for this fact. I still like the idea, and I'm glad it's more of a focus unit now, because of the short life-span of clerics in this game, it's unfair to make a unit only stopped by healing. Perhaps you could elaborate on what you changed Walrus, and why.
Hellblazer
02-23-2006, 08:40 AM
Wow, I like it. It's not quite too overpowered, and, as you said, can be deadly if it's protected well enough.
Walrus
02-23-2006, 10:40 AM
Can't be sure I remember what you changed, but I would assume you took out the part about healing negating the effect, and made it all focus. In turn, I assume you gavw it more range and/or movement to account for this fact. I still like the idea, and I'm glad it's more of a focus unit now, because of the short life-span of clerics in this game, it's unfair to make a unit only stopped by healing. Perhaps you could elaborate on what you changed Walrus, and why.
i didnt expect anyone to really remember the old version, but it used to be-
it targets a single square (not an area) and caused slighty less than what its attack currently does, but also did 5 unreducable/unblockable dmg per turn. it was not a focus effect and hence was negated by healing.
so i changed it to a more powerful attack which affects an area, but requires focus and does no damage
obviously i prefer the current version - but the reason i changed it is because i think a "crippler" is exactly the kind of unit TAO is lacking at the moment => one that doesnt do damage, but greatly weakens enemies, and the old versions attack simply seemed too easy to counter for what it did and yet far too strong with the enemy cleric(s) dead.
AlabamaBoy
02-23-2006, 11:24 AM
I like it, if you memorize the chart, like I did with the stone this could be deeadly. So much for a knight coming in and messing with my stone. This would be great, is it really coming soon?..... I wish
Walrus
02-23-2006, 11:31 AM
actually the "coming soon" was for the description which i usually give my units for flavor. eventually i got bored of writing them and half of them seemed to degenerate into the same drivel for every single unit, so i just put a "coming soon" and pretended i was going to add a description in the future.
AlabamaBoy
02-23-2006, 01:24 PM
I knew it was to good to be true, too bad...
Walrus
02-23-2006, 01:43 PM
of course that doesnt mean you cant bump a load of my units from my archive :cool:
Memnarch
02-23-2006, 01:45 PM
I dunno I kinda like it.
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.