View Full Version : Rock Beast
Serge
02-20-2005, 06:45 PM
This is a remake of my Rock Beast idea from my TAO 2 thread. Enjoy.
Description: Long before the creation of the Golems. Rock Beasts roamed the lands. With their impenetrable rock scales and deadly, sharp claws, they could take on any number of foes. This lead them to live solitary lives, to avoid competition for food. With time they came to be captured by men and used for hard labor, like a common mule. It made them stronger, but it was a great disgrace to a race which once ruled the deserts without equal. They later rebelled, and now serve in human armies as equals. Deep down inside they still long for the days when they can once again roam the warm deserts, warm sand beneath their heavy feet.
Name: Rock Beast
HP: 30
Armor: 50
Power: 16
Range: 1
AoE Range: 1 [straight line]
Block: 60%
Movement: 3
Wait: 2
Ability: Pierce
--Attacks one adjacent tile, and the tile past that.
Special Ability: Armor-Pierce
--Damage dealt is not reduced by armor.
Character Trait: Stoic
--Unit does not move aside for friendly units.
Lonely Tylenol
02-20-2005, 07:24 PM
This one looks like my Phalanx (http://www.tacticsarena.com/forum/showthread.php?t=14943) too... Has everyone done the idea before? :confused:
20 life is a tad low unless you stone right away, still 2 knight's and a scout attack away from dieing even with 50% armor
Serge
02-20-2005, 07:32 PM
LT, other than the fact that they both share the Beast Rider's attack pattern, this is nothing like your Phalanx.
Kyir, It has 30 HP. And 2 knight attacks and a scout shot is quite a lot of damage. That would kill most things. Also, it's the only unstoned unit that gains more from one cleric heal than a knight can damge it. Trust me, it's pretty durable.
but if it is stoned its like impossible to kill, double stoned and it would gain life equal to 10% of the origional damage
Serge
02-20-2005, 07:38 PM
No one has two stone golems, do they?
Lonely Tylenol
02-20-2005, 07:49 PM
this is nothing like your Phalanx.
Similar blocking, HP, attack power, same armor concept, movement and recovery...
Aside from the attack being not armor-deductible, it is pretty much like the phalanx, which, if the remake is anything like the original, puts me in the red.
20 life is a tad low unless you stone right away, still 2 knight's and a scout attack away from dieing even with 50% armor
30 - 22/2 + 12 = 31 (or, since there's a HP max, 30)
Since the unit has 50% armor, it has the HP equivalent of 45, and thanks to this same high armor, one heal gives it the HP equivalent of 18 life. (Since it will take 18 damage to bring it back to the same point it was formerly at.)
I did the same thing with my Phalanx with 35 life and 30 armor, it had 45.5 modified life) and with a single heal it was given the equivalent of 15.6 life. Low HP is completely irrelevant if they have a high armor. If you gave this unit 50 HP and no armor, it would still be less durable in the face of battle when you include healing (Forty-five modified HP, with a modified healing of six more than one with no armor, totals 51).
Don't knock the defense.
but if it is stoned its like impossible to kill, double stoned and it would gain life equal to 10% of the origional damage
Actually, it wouldn't work that way. In the case of something like this, it would have a cap at 100%. This already applies to healing; you cannot, no matter how hard you try, heal someone past their maximum amount of HP.
are you sure, is there a rule that says their cant be 100%+ armor
Lonely Tylenol
02-20-2005, 07:56 PM
are you sure, is there a rule that says their cant be 100%+ armor
Then why are you complaining about it recieving life when stoned with two golems (giving it "110%" armor) when you already know for a fact that this is an impossibility according to the TAO rules?
I'm simply stating that nothing can exceed 100% on a scale of 0-100%. There is ALWAYS a cap.
no, i said their ISNT a rule that says that
Serge
02-20-2005, 08:08 PM
on REv.
Well, no one is supposed to have more than one Stone Golem.
Lonely Tylenol
02-20-2005, 08:13 PM
no, i said their ISNT a rule that says that
That makes more sense, in which case...
Yes. It's not a TAO rule in general, but a universal rule. You cannot exceed a preset limit. On a scale of 1-100, 100 is ALWAYS the highest number.
This is already applied to the HP system; by no means can you have more HP than the preset limit (for instance, a Knight cannot be healed twice after a Witch attack and have 56 HP); armor is set by percentages (0-100%). What makes you think they would make an exception to this rule so you can "absorb" damage? What next, 120% blocking? From the front, you're guaranteed a block, and 20% of the time, the opponent will hurt themself? :rolleyes: Please.
Duffman
02-20-2005, 08:25 PM
No normal members have more than one stone golem. There is a cap of 100% armour.
Serge... I'm struggling with the tactics on how to use this unit... Armour pierce would be good against melee units as well as the extra AoE range to hit them while they are in a wall... Yet a very weak power with being that slow really means even with the high armour it can't stay alive long enough to really have an damaging effect.
Serge
02-20-2005, 08:34 PM
It can be used to damage stoned units while you're going after the stone golem, or to finish off a weakened unit that's just recently been stoned.
Lonely Tylenol
02-20-2005, 08:45 PM
No normal members have more than one stone golem. There is a cap of 100% armour.
Told you so, Kyir. :p
Serge... I'm struggling with the tactics on how to use this unit... Armour pierce would be good against melee units as well as the extra AoE range to hit them while they are in a wall... Yet a very weak power with being that slow really means even with the high armour it can't stay alive long enough to really have an damaging effect.
I can think of three ways to use this unit.
1. As an offensive tank. 16 power isn't much, but it is still almost as much as a Knight does versus a Knight (17 damage vs. another Knight), and this unit's more durable, especially with healing abilities.
2. As Stone breaker. More than one strategy relies on the ability to have extremely buffed out units (for instance, three Stoned Knights). Against a Stoned Knight, the best bet is a Lightning Ward (13.5 damage) or for units you can actually use, a Dragon Tyrant (12.6 damage). The Rock Beast's attack may seem low against a normal enemy, but against a stoned enemy (excluding casters and maybe Scouts) it's your best bet for damage.
3. A more durable Beast Rider. Enough said.
Serge
02-22-2005, 09:16 PM
3. A more durable Beast Rider. Enough said.
Yeah, it's like a Beast Rider. Only not worthless.
Cross Punisher
02-25-2005, 01:28 PM
Yeah, it's like a Beast Rider. Only not worthless.
:rolleyes: Beast Riders are cool. They just look cool though there not that usefull. I always wondered why doesn't the Beast Rider step aside for friendly units. Who knows the Beast Riders may get a special ability like the assassin :rolleyes:
Walrus
02-25-2005, 02:06 PM
i made an armor piercing unit like this somewhere but since im too lazy to find it ill let it slide for now serge :p
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