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bloodreign
12-23-2006, 07:30 PM
GARGOLITH
http://i32.photobucket.com/albums/d34/realistromeo/gargolth.jpg

(i made a similar unit before this one is tweaked)
These creatures are TAO'S version of a gargoyle, they were brought about by chance, they were originaly built out of stone to ward off evil, and scare mindless creatures into thinking they were real animals.

But somehow evil found their way into these hulking stone forms and possesed them making them a deadly threat to anyone who dares fight against one.

The problem is once they are struck (via mele,or magic) they turn to stone (+30 armor)and are motionless for 1 turn.

GARGOLITH STATS
HP:54
POWER:24
ARMOR:15% normal (30% when in stoned mode)
MOVEMENT:4
BLOCKING:0%
RECOVERY:1


So a knight would own this creature via the fact it could stun it repeatedly only having a problem upon the inital hit, for example knight aproaches GARGOLITH and hits for 19 damage/ gargolith now waits/knight waits/gargolith flanks knight -19 damage/knight hits gargolith-19.... plus the stun..... Another unit can hit gargolith to keep it permastuned and unable to fight back!

So in my reasoning this unit is good against spellcasters as they have a high wait, it is a decent unit that forces an opponent to focus their attacks on it unless they want to get damaged badly the next turn out.

When in STONED MODE this unit is deadly since the knights will only do 12 initaly then if they do not alow it to recover and if it is STONED BY A STONE GOLEM hit it again the knights will only do 9 DAMAGE every hit! that is great to keep the opposition occupied.

so this is the breakdown
reg mode: 15% armor
Stone mode: 30% armor
STONE MODE + STONE GOLEM FOCUS 60% ARMOR! WHOOOO!

Here is a revised battle scenario 1 KNIGHT vs 1 GARGOLITH

Knight approaches gargolith hits for -19 damage
gargolith is stunned to stone
knight waits
gargolith moves and flanks knight hitiing for -19 damage
* knight waits* (by choice)
gargolith waits
knight hits gargolith for -19 damage
gargolith is stunned to stone
knight waits
gargolith moves and hits knight for 19 damage
knight hits gargolith and finishes the job.

knight is supperior by 12 hit points.. if you play it this way, but if you hit and run with knight he is much more effective with his blocking.

The Wild
12-23-2006, 10:55 PM
It seems like a nice, balanced unit. I like it. :)

The Coder
12-24-2006, 04:59 PM
Stunning is permanent?
Also, in your simulation, you ignore the increased difference. Pretty much, it's ability is near worthless if all it does is affect it for 1 turn.

bloodreign
12-24-2006, 09:11 PM
Actualy the turn to stone "ability" was meant to be a hindrance more than a special for this unit. If i did not include this ability the unit would be considered OVERPOWERED. With 54hp/15%armor/4 movement/ 1 recovery with 24 power is quite a deadly skillset for any creature to posses.

But i do see your arguments and valid points.

#1. When gargolith is hit, he turns to stone, thus giving him a +15% armor boost,but the downside is he is also "STUNNED TO STONE" meaning he is unable to move/ attack for 1 turn. The reason the knight in my scenario repeatedly hit him for -19 is because the knight has a 1 turn recovery after that!...but that still leaves any OTHER UNIT that attacks the gargolith while that knight is recovering the dubious task of denting the stone armor (30%) when the gargolith is stunned to stone.

#2 stun to stone lasts for 1 turn which means that the opponent hits your gargolith, your gargolith is stunned,your opponent waits (GARGOLITH IS STILL STONE FORM) and now on your subsequent turn you revert to living mode and can now move!

But coder you have given me reason to adjust my unit by giving it 22% armor in all forms, the only thing that changes is the fact that when an opponent hit's the gargolith, the spirit inhabiting the stone beast leaves rendering the stone mass inanimate...hence lifless for 1 turn

So here are the units ADVANTAGESandDISSADVANTAGES

ADVANTAGES
Hight hit points: 54%
Durable armor: 22%
High movement:4
Deadly power:24
Quik recovery :1

DISSADVANTAGES
Non existant blocking: 0%
Ability to be stunned: anytime your opponent hits you, you are stunned 1 turn.
Open to permanent stun if your opponent focuses their attacks on gargolith and hits it every consecutive turn.

The Coder
12-24-2006, 09:56 PM
ADVANTAGES
Hight hit points: 54%
Durable armor: 22%
High movement:4
Deadly power:24
Quik recovery :1

Hit points are not expressed as a percent. Quick is spelled Quick, not quik, and 24 power is seen in units such as witches. Its recovery is not really "Quik" as an opponent with 2 scouts or a berz would keep this thing pinned down forever. Very few players would have any application for this unit. Everyone would rather use a knight.


DISSADVANTAGES
Non existant blocking: 0%
Ability to be stunned: anytime your opponent hits you, you are stunned 1 turn.
Open to permanent stun if your opponent focuses their attacks on gargolith and hits it every consecutive turn.


Not every turn. Berz would hit it, giving me a free turn. During that turn I could focus scout fire again, then hit again with berz, and suddenly, its up to 2 wait. Keep going like that, and you could easily high wait or damage. It's only real purpose would be as a distraction, but even then, you'd have difficulty maneuvering it into the right spot to distract them.

Supersmiley :-)
12-24-2006, 09:59 PM
Well the fact that it gets stunned so easily and no blockin gmakes it weak.
It woul be so easy to kill.
And what if a berzerker hits it? Would it have 2 turn stun?

The Coder
12-24-2006, 10:51 PM
Well the fact that it gets stunned so easily and no blockin gmakes it weak.
It woul be so easy to kill.
And what if a berzerker hits it? Would it have 2 turn stun?

Yes, captain obvious.

bloodreign
12-25-2006, 01:32 AM
Very few people have aplication for a berserker in their formations, so this unit may be used about the same (probably less) amount.And yes everyone would rather use a knight, but the fact is you can only have 3 knights on field, so there is some variety to play with, and this unit brings durrablility despite it's inability to block.

So what IF 24 power is seen in units such as witches, it is seen in 2 (1 dsm)pyromancers when they are with a DT 24 power "ooooogh!"

Plus this is a blockable attack, the witch doesnt have monopoly on the power 24.

And i was already aware of the fact you could pin this nasty down, 2 scouts, 2 of any mele unit could destroy it! the fact is you can pair it with a knight and that berserker would be toast! the question is how to get the beserker in position for the attack, usulay a good player anticipates this and avoids conflict with units that potentialy harm it severly. The beserker would much sooner die than this unit.

But this unit is going to constantly evolve, perhaps i will drop power to 22 / and give it a 40% chance to block. this way it still is more durable.

This unit is till in the works.

scb
12-26-2006, 04:49 PM
Is the stun 1 turn stun or 1 turn paralyze? The description gave me the impression that its wait still goes down while it can't do anything, making the stun useless while it is waiting (so the knight won't gain much).
As a team attack unit, this is mighty. While your opponent is permastunning this, he can't fight anything else (say a scout or DSM). If he doesn't permastun this, it's mightier than a knight. And using the berserker to permastun this (even if I am wrong above) might not work - aggressive focus units will guarantee lifting the stun, even for several turns. This would be good with other units that can be pinned down, such as the frost golem and poison wisp. I think the brief stunnability balances it, though, since it messes up the 4 movement. Good job.