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Lord Ash
05-26-2009, 05:44 AM
Name:[/B ]Jodan Qix

Then Jodan Qix are elite imperial guards for the Lizardkin Army. They are shock troops, and first line attackers, often arriving far ahead of the main army. Lizardkin have natural armor bonuses, and are very fast. The Jodan Qix are no exception, and provide a lot of attack force, combined with high mobility. The Jodan Qix are tall and muscular, they carry short serrated swords and small round shields. They wear loincloth or toga like garments with trim in team color, and have bracers and greaves, and pauldrons on the shoulders.


[B]HP: 54
AR: 12
BL: 65%

MV: 4
RG: 1, melee
RC: 1, 0*

PW: 17 + Wound Status
Specials:
* if a Jodan Qix attacks but does not move, he gains no recovery, it is only when they move and attack that they receive a recovery of 1.

Wound Status:causes 3 points of damage per round for 5 rounds. This is Stackable. This damage happens only at the end of the target unit's controller's turn. It happens after poison, and it can kill. Incurs 1 recovery.

Preparation: by using the special attack,The Jodan Qix restores his blocking to zero if negative, and gains the Ready Stance status until he moves. incurs no recovery.

Once in Ready Stance, new moves are available for heavy wait times.

Leap: movement is 5 and counts as teleportation, gain 1 recovery.

Blade Assault: if attacking from Ready Stance, the Jodan Qix attempts a 3 hit combo, a tail sweep, which causes no damage + 1 turn stun, an light attack, for 6 damage + a wound, and a heavy attack for 19 + a wound. Incurs 3 recovery.



The Jodan Qix are not very great in numbers, and are limited to two on field.

They are extremely versatile, and are one of the most powerful Lizardkin Warriors. They each count as 2 units.


I made several general mods and simplified its abilities. I tried to clean it up a bit overall. Basically, it can do one thing and get no recovery, which alone is powerful. you can attack for small damage, I lowered it to 17. you can move, or you can use Preparation. The block reset I think is pretty good, but it also unlocks his advanced moves. The leap lets you get him across enemy lines, but he is a sitting duck for a bit. The combo is really strong. These guys are meant to be weak at all, they are meant to be a really, really good unit.

Kyir
05-26-2009, 09:19 AM
Too many abilities.

Niamh
05-26-2009, 10:26 AM
Sounds a bit like a knight at the Olympics. Kyir is right in saying that it has too many abilities. However, I do like how it counts as two units on field but still... maybe a few less abilities.

burnout-278
05-26-2009, 01:34 PM
agreed way too many abilities.

Lord Ash
05-26-2009, 08:12 PM
ok, I can cut some abilities out for other units, which ones do you think are too much for this guy ? Maybe the Ready Stance Moves, just give him Leap, Wounding Attack, or Blocking Reset, which again, you only get to do one per turn. Or should I just have the Ready Stance Attacks?

I was going for a really versatile unit, who is good at base, but can do a lot of things that are great, but only one per turn.

I'll alter once I have a better Idea of what you guys think.

burnout-278
05-26-2009, 11:08 PM
i think a unit shouldnt need extra attacks to make is useable. all units in the game that have special abilities do not need them in order to be effective. so try making a unit that doesnt need any abilities to make it effective.

Lord Ash
05-27-2009, 01:27 AM
ah, but the point was to make a unit whose advantage was lots of options....

burnout-278
05-27-2009, 06:40 AM
a unit with lots of options still doesn't need a bunch of skills. certain stats allow a unit to be more versatile.

Lord Ash
05-27-2009, 07:01 AM
agreed fully, but Im experimenting with how to give a lot of Actions

too many is too many, but I still want a lot

ks5bns
05-27-2009, 07:27 PM
ok how many bad things can i see with this unit
1) how would such moves moves be implemtented. As far as i know there is only one way to do a secondary attack and thats to click and hold.
2) no attack recovery time makes this unit vastly overpowerful even if it counts as 2 units
3) wounding strike is vastly overpoweful for 1 recovery time. So if i dont move and just do that wounding strike attack, I only wait 1 turn? and do 24 damage and per round 3 more (does that mean at the end of my turn it does 3 more at the end of opponents turn or my turn)
If its at the end of my turn it does 27 damage first round.

it stacks.
4) while this looks to be easier to kill then a dragon its not its way harder to kill as it can move more if it desired with leap. even if i attack and leap i have less wait time then a Dragon. It can do much more damage if it does the wounding attack over time.

1 on 1 it could easily kill any unit including the dragon (i would not even have to use any of my abilities)

(apart from forst golem coz frost golem is unbeatable)

Lord Ash
05-27-2009, 08:26 PM
um, wound damage occurs at the end of that unit's controller's turn only.

you use your special move, that lets you perform the second set of actions, leap, wound strike, block reset. you can only do one of those at a time

the other two you could do on your next turn, if you had chosen ready stance., the dash and the combo, which are probably too much, I will pull some of these and add them to the "Invasion of the Lizardkin" set Im doing. They are supposed to be stronger units in general, but I think I can tone this guy down and one of the mid-level guys up a bit

burnout-278
05-27-2009, 08:36 PM
um, wound damage occurs at the end of that unit's controller's turn only.


where did it say this?

Lord Ash
05-27-2009, 09:27 PM
...
3) wounding strike is vastly overpoweful for 1 recovery time. So if i dont move and just do that wounding strike attack, I only wait 1 turn? and do 24 damage and per round 3 more (does that mean at the end of my turn it does 3 more at the end of opponents turn or my turn)
If its at the end of my turn it does 27 damage first round.

it stacks.

I was trying to clarify.

ks5bns
05-27-2009, 09:48 PM
So it does in fact do 27 damage before your opponent can have a go. with a potential 1 wait time (max 2) .. with an abiilty that stacks with is self...
and dont make units that are more pwerful then other units make them balanced.

Lord Ash
05-27-2009, 10:03 PM
no, you misunderstand

Wounding attack == 21
opp turn, takes an action, then takes the extra 3,
your turn again, you do something else
opps turn, takes an action,
then wounded unit takes 3 again, etc


that make sense ? you deal 21 damage from the attack, then at the end of your opponents turn, that unit takes 3 damage, it happens at the end of your opponents turn, for 5 turns, and it is stackable.

ks5bns
05-27-2009, 10:31 PM
[

Wounding Strike: by attacking after preparation, the attack is +3, and causes 3 points of damage per round for 5 rounds. This is Stackable. Incurs 1 recovery.




The unit normally does 21 damage.
attack plus 3, i assume, means 3 more damage
Makes it plus 24
Wound does 3 ( and is done at the end of your turn like you said.) since after u have attacked ur turn ends the 3 damage takes effect
Takes it to 27
that is 27 damage before the enemy gets their turn
And i dont know if armor reduces the 3 wounding Damage. (and even in such case the unit is anrdly going to have higher then 33 armor) the number needed to it make it redcuded to 2 anyway.
so its 27 damage before opponent gets a go and 12 more damage at the end of the next new goes.

Rush attack is pathetic i have to be in ready stance and after that do a move that wastes an extra turn for no more damage then wounding attack

Lord Ash
05-27-2009, 11:34 PM
no, at the end of the opponents turns, not your turn, the end of the target units controllers turn.

far less than a dsm dealing 27 to 5 units

burnout-278
05-28-2009, 10:08 AM
dsm can die in two attacks, and in order to deal that damage a dragon tyrant must be present. see dsm is very balanced. deals massive damage but dies in two turns or if it doesnt die. has to wait 3 turns to attack again. your unit deals massive damage then in one turn deals more damage. the goal of cau is to create a balanced unit that could possibly make it into the game. which we know wont happen.

ks5bns
05-28-2009, 01:18 PM
As burnout said Dsms are somewhat Balanced.
But as i said earlier rush attak is the same as wounding attack with one more wait time.

Lord Ash
05-29-2009, 09:19 AM
I made a bunch of edits in the first post, they are covered there.

ks5bns
05-29-2009, 10:11 AM
Name:[/B ]Jodan Qix

Then Jodan Qix are elite imperial guards for the Lizardkin Army. They are shock troops, and first line attackers, often arriving far ahead of the main army. Lizardkin have natural armor bonuses, and are very fast. The Jodan Qix are no exception, and provide a lot of attack force, combined with high mobility. The Jodan Qix are tall and muscular, they carry short serrated swords and small round shields. They wear loincloth or toga like garments with trim in team color, and have bracers and greaves, and pauldrons on the shoulders.


[B]HP: 54
AR: 12
BL: 65%

MV: 4
RG: 1, melee
RC: 1, 0*

PW: 17 + Wound Status
Specials:
* if a Jodan Qix attacks but does not move, he gains no recovery, it is only when they move and attack that they receive a recovery of 1.

Wound Status:causes 3 points of damage per round for 5 rounds. This is Stackable. This damage happens only at the end of the target unit's controller's turn. It happens after poison, and it can kill. Incurs 1 recovery.

Preparation: by using the special attack,The Jodan Qix restores his blocking to zero if negative, and gains the Ready Stance status until he moves. incurs no recovery.

Once in Ready Stance, new moves are available for heavy wait times.

Leap: movement is 5 and counts as teleportation, gain 1 recovery.

Blade Assault: if attacking from Ready Stance, the Jodan Qix attempts a 3 hit combo, a tail sweep, which causes no damage + 1 turn stun, an light attack, for 6 damage + a wound, and a heavy attack for 19 + a wound. Incurs 3 recovery.



The Jodan Qix are not very great in numbers, and are limited to two on field.

They are extremely versatile, and are one of the most powerful Lizardkin Warriors. They each count as 2 units.


I made several general mods and simplified its abilities. I tried to clean it up a bit overall. Basically, it can do one thing and get no recovery, which alone is powerful. you can attack for small damage, I lowered it to 17. you can move, or you can use Preparation. The block reset I think is pretty good, but it also unlocks his advanced moves. The leap lets you get him across enemy lines, but he is a sitting duck for a bit. The combo is really strong. These guys are meant to be weak at all, they are meant to be a really, really good unit.

Ok You do know then people will always use an ability every turn. iI they dont use wounding strike (which is not a good idea to use now) you should use ready stance since it has no wait time.

Also are you saying if your going to move and attack you should always do wounding strike ? because moving and attacking normally and moving and doing that move both a have a recovery of one

So logically every turn i will always use 1 of the 2 abilities.

And preperation removes the whole penalty when a lucky block happens. The purpose of the negative to block was introduced to reduce the effect of luck in the game.
I personally would not want that as an ability ( and the fact it has no penalty means it will always be used) especially i have not chosen to attack. if he chooses just to run.
And this unit can do do 32 damage (of which 15 will be unreducable (the wound)) and i can do this every other turn.
plus You have given this a guy a move that does 25 Damage + 15 slowly and Stuns them for 1 move (40 damage) And since he has 4 movement very easy for him to behind someone ( and read above how likely you are to do preperation.
And i have never liked units that have no recovery time when they attack. In theory then they can attack every turn.

Lord Ash
06-01-2009, 12:04 AM
if you are worried about it attacking every turn, dont leave units right next to it, it will have to move and incur recovery to attack.

By reseting blocking, he is not attacking, he chose to do something else.

He takes a round to setup the combo, so you could move away, and he won't be able to hit you with it. If he does use a combo, he will be in recovery for 3 rounds.

If he jumps over you, he is in recovery for a round.

This unit will probably be targeted on par with a scout, have the same priority of destroying. So even with its abilities, it will be killed fairly early if it does much besides deal 17 + a wound, which is blockable.

It counts as two units, like a beast rider and a mud golem combined. Or an berzerker, and a knight.

It will get killed faster than dragon Im sure, unless it gets kept back, in which case its not being used. I think it may be powerful, and maybe it could be toned down a bit more, but I don't think its that overpowered in the long run.

ks5bns
06-01-2009, 01:34 AM
oh so he cant attack and reset block. ok i suppose thats something. But most likely if i choose to attack i will do wounding attack since i still incur a 1 turn wait the same as attacking normally. and if i choose not to to attack i will always reset my block chance even if it is not neccesary.
And I dont think it is overpowered.
i just see no point of blade assualt it is a 3 wait time. in that time i could have done my wounding strike 2 times on them and moved to a safe distance.