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Executioner
05-29-2006, 05:03 PM
Last one, i promise :p Well for the moment anyways.

This one is more original than the others but with originality comes complexity.

Enjoy.......hopefully :rolleyes:

Fortune Weavers are powerful female sorcerers who used their knowledge of mystical ways to make a friends strike land on the weakest part of an enemy or that an enemies attack may find the strongest part of an allies armour. They have also been known to be able to make air solidify in front of enemies weaponry to reduce the blow to an ally.

Name: Fortune Weaver
HP: 29
Armour: 0
Power: 0
Range: 3
Reducible: N/A
Blockable: No
Block: 30%
Movement: 3
Wait: 3
Move Aside: Yes
Unit Cost: 1

The Fortune Weaver affects the luck of units (Hahahaha, die bloody pyro’s die!!!). If used on a friendly unit, they get +1 luck. If used on an enemy unit they lose 1 luck. All units start with 0 luck. Maximum luck is 2, minimum luck is -2. Positive luck reduces the power of the next attack to hit the unit by 10 per luck. Negative luck increases the power of the next hit on the unit by 10 per negative luck. Healing resets all healed units luck to 0. If the unit has barrier then its luck doesn’t alter due to the healing.

Notes: The attack CAN penetrate barrier. The POWER is increased, not the damage, therefore armour is still applied. Luck does NOT effect poison and is not affected by poison. Small point, you target one friendly unit to make them suffer 10 less damage on their next attack (per luck). You need to target an enemy to make them suffer 10 more damage

In summary therefore, it reduces the power of attacks on your units and increases the damage on enemy units. It ONLY affects the next attack on any given unit, whether blocked or not. After an attack, luck is set to 0.

COnstuctive criticism welcome, have a nice day :)

Deathhead
05-29-2006, 05:15 PM
u make units fast.Anyway this is origonal:bigsmile: but is there anyway to keep track of luck?Also is this FW reduces luck on an enemy unit will it be in focus until that unit is attacked or not?:confused:

TAO_Chaos1
05-29-2006, 05:18 PM
It seems like a very interesting unit, and it seems like it could add some fun to the game, nice unit exe:good:

Executioner
05-29-2006, 05:24 PM
u make units fast.Anyway this is origonal:bigsmile: but is there anyway to keep track of luck?Also is this FW reduces luck on an enemy unit will it be in focus until that unit is attacked or not?:confused:

Its not a focus unit. Its like an attack. You gain or lose 1 luck. Luck would be represented by some nice little text put somwhere, nothing flashy :p

Deathhead
05-29-2006, 05:26 PM
lol:p

shatterstar
05-29-2006, 05:30 PM
combine this with a stone golem and you could some posible overpowering. nice protection for the clric and last-ditch-save on wounded units.

Cuathon
05-29-2006, 07:49 PM
again a unit better replaced by another cleric.

Executioner
05-29-2006, 08:05 PM
again a unit better replaced by another cleric.

Just NO!!!!!


This unit is not better replaced by a cleric.

Its a completely different idea behind the unit!!

This unit can be used to provide temporary damage reduction to one of your units or a slight damage increase to enemy units.

Please be more constructive Cua as these last 3 posts of yours ive read have been distinctly lack lustre in advice, content and logical criticism. :huh:

gryph89
05-29-2006, 08:27 PM
So luck stays the way it should until a heal goes off? Or when it is hit? I might of read it a bit to fast, but I don't really recall see-ing it in there. I do enjoy this unit sort of, but then again, I have enough bad luck as it is when it comes to this game, I dont need this mucking it up even worse :p

And I honostly don't really see a point if it goes through a barrier, unless your in a grey game and that little witch burn is coming up. and does this luck reduce mud-quake damage?

Executioner
05-29-2006, 09:01 PM
So luck stays the way it should until a heal goes off? Or when it is hit? I might of read it a bit to fast, but I don't really recall see-ing it in there. I do enjoy this unit sort of, but then again, I have enough bad luck as it is when it comes to this game, I dont need this mucking it up even worse :p

And I honostly don't really see a point if it goes through a barrier, unless your in a grey game and that little witch burn is coming up. and does this luck reduce mud-quake damage?

Here goes:

Luck starts at 0. Luck is modified by the fortune weaver and opposing fortune weavers only.

A cleric heal RESETS the luck counter to 0 for all units that it heals.

This isnt luck parse. "luck" is just the term i used to denote a slight power up or power down to units.

The point of it going through barrier, is that an enemy unit can be made weaker whilst it is still under barrier. Meaning, that when the unit comes out it will suffer a more powerful hit.

Luck DOES affect the mud quake. It is weakened by positive luck and strengthened by negative luck, as always.

gryph89
05-29-2006, 09:03 PM
Then that answers the questions I wanted to know, thanks. I like this unit bro, nice job.

Cuathon
05-30-2006, 05:27 AM
fine, fine. heres how i see it. this thing only affects one unit right? for a five damage reduction or rise on he next hit. and it goes away if the unit blocks. mudquakes make this a fairly useless unit. this unit would only be affective on the cleric. and it is also too weak to put near the front line. your better off with an extra knight or a random stony, who prevents more damage withh his stone attack. th adding damage to enemies, your much better with a pyro even.

now if these units could be used in grey they might be ok, but ing old they are too weak to survive near the front line. if the unit is close enough to hit the enemy without dying you could probably attack it with a unit and have a good chance of hitting that unit. i suppose this unit might be good in turtle, but otherwise i see no use for it.

Executioner
05-30-2006, 02:59 PM
Actually cua, i see your point.

I initally was going to have this as a 10 hp modifier per luck. Do you think this would be a good imporvement?

Cuathon
05-30-2006, 03:10 PM
well some improvement would be helpful. but perhaps it should ignore blocks as well, and only disappear after hits. either that or make it harder to kill. the unit at this point is not valueble enough to A: take out some other unit, or B: spend turns to use its effect.

im sorry i just said it was not valueble without explaining why in post 7.

Executioner
05-30-2006, 03:22 PM
well some improvement would be helpful. but perhaps it should ignore blocks as well, and only disappear after hits. either that or make it harder to kill. the unit at this point is not valueble enough to A: take out some other unit, or B: spend turns to use its effect.

im sorry i just said it was not valueble without explaining why in post 7.

Hmmm... I like the idea of 10 power modifier per hit and only gets reduced by hits or cleric heals.

For a amge, i feel it is tough enough as is and would feel making any tougher would make it seem unrealistic.

*Goes and edits*

Cuathon
05-30-2006, 03:26 PM
i like that much better. nice unit exe.

Executioner
05-30-2006, 03:32 PM
i like that much better. nice unit exe.

Typical that when i start making simple decent units the bloody commttee has already died. Ah well.

I certify my own unit!!!! :dry:

Cuathon
05-30-2006, 03:48 PM
yeah we should get that up and running. i'd start one but people already think the old one was godly and people would say im just copying or jealous of the members of the old one. i shall attempt something to fix the commitee problem in the near future though.

Executioner
05-30-2006, 03:52 PM
yeah we should get that up and running. i'd start one but people already think the old one was godly and people would say im just copying or jealous of the members of the old one. i shall attempt something to fix the commitee problem in the near future though.

Me and uniq have been discussing how the old committee isnt that good. (By discussing, i mean uniq was telling me i was wrong and showing me exactly why :dry: ) :p

Its all too complex now. Id rather this was a place where seed COULD look for proper ideas that could be implemented. (That would also remove some of the firepower for haters/flamers with their "these units are unnusable and will never get looked at")

Wheres Walrus when you want to overthrow the committee eh? All that chatter and now the time comes, hes nowhere to be found!

uniquinous
05-30-2006, 04:13 PM
There are a few things I see as wrong with this unit:

1) You are using an absolute modifier in a game of relative percentages. What I mean is this: adding a flat out 10 to all units does drastically different things. Consider the difference between a pyro and DT, or scout vs knight even. Any additions that can blanket ALL units (as opposed to dsm additions which only target a specific type of unit, pyros) can't all be the same. Say for example we add 9 attack to all units on the field. That would add 50% attack to a scout, and only 33% increase to the DT. Let's not even get to mudquakes.

2) Cuathon's previous statements are still quite accurate: a(nother) cleric would be much more beneficial then this unit. Defensively the turn taken to "luck" someone can be used to heal. Offensively the turn used to "luck" someone could have been used to attack. It's just not worth it too much.

The best units created (as also seen as new ones brought to game) are ones which directly modify some attribute of a normal unit. For example:
berserker - wait turns
stone - armor
cleric - HP
dsm - attack

When I first saw the word "luck" the first thing I thought was that someone was going to CAU that altered the newly enstated blocking system readouts. It peaked my interest, at the least.

As for this unit, I'm still unsure as to whether it would actually be any type of decent addition that could avoid drastically overpowered supported units.

Executioner
05-30-2006, 04:19 PM
I see your point on the flat increase. How about a counter is a % of the next attack done? One counter as 30%, two as 60%?

The problem with stats, is that theres only so many of them that can be modified :(

Cuathon
05-30-2006, 04:19 PM
uni? one could argue that a DSM doesnt qualify for one of the "best" or "balanced." i would much rather have a slightly removed pyro.

i also dont see much non-situational use for the offensive move. i dont see a mudquake problem though. focus would still break even if no damage was dealt. this unit wouldnt really overpower anything. its not like it adds a hit counter or something. its effect is in fact very similar to stoning.

uniquinous
05-30-2006, 04:21 PM
The problem with stats, is that theres only so many of them that can be modified :(
EXACTLY why there shouldn't be too many units created, because the places of alteration are small. Yet despite this, people keep trying anyway...

Cuathon
05-30-2006, 04:28 PM
uni, the offensive could be considered a delayed damage move. in fact it would let knights and GA's and witches and stuff crush mages. since its not like one can heal it. this is based slightly on the fact that i dont think healing should remove luck. its strictly physical imho. if healing doesnt remove luck not only do you save on coding time but the attack can be as i said prety much an addtional ten damage or an after a deadly attack heal, depending on if they use it on enemy or friend.

a flat reduction of 5 damage is very reasonable. its not like he lowres the atack(which would devestate mages and muddies.)

Executioner
05-31-2006, 08:58 AM
I see you point on the cleric heal though Cua so on next edit ill change that.

What do we think is a good flat line reduction? Also, i was thinking of limiting the potential amount of luck modifiers the Fortune Weaver can maintain, other wise he could praticalyy make all the support units insanely hard to kill with a large damage reduction. 5 in total is what i was thinking.

Cuathon
06-01-2006, 05:56 AM
no you'd have to spend so many turns you wouldnt be dealing damage. plus youi'd only get one per 4 turns, and only if you used it right off recov every time.

RAGING INFERNO
06-03-2006, 12:20 AM
it is original...

Thelost1
06-06-2006, 07:14 PM
Hmmmm.

This unit reminds me of the D&D fatespinner.I must say that I disagree completely with pikachu. Although a power increase of 9 is more beneficial for a scout than a Dragon Tyrant, a dragon tyrant with a power of 37 is much more dangerous, it now kills all mages in one hit, while the scout still has to hit twice.

The Coder
06-06-2006, 07:51 PM
Wow, this is overpowered. Can you say unstobable units? Seriously, stone this, increase its luck, then go around insurig that you have no need to heal.

Cuathon
06-06-2006, 08:41 PM
cna you say, mudgolem causes this to disappear?

The Coder
06-06-2006, 08:47 PM
cna you say, mudgolem causes this to disappear?

All quake would do is knock out focus from stonie. Nothing more.

Cuathon
06-07-2006, 05:45 AM
? the first attack on it cancels the luck, even if blocked. healing rsets it too.