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woljin
04-06-2004, 09:15 PM
Apprentice Cleric:

(Focus/caster type character simular to the enchanter in stats.)

HP: 35
Armor: 0
Blocking: 0%
Movement: 3 spaces
Recovery: 3 turns

As an aspiring cleric, the apprentice is busy with studies and helping the cleric master.

When her ability is activated she adds 3 hp to the healing ablility of the cleric (12 hp healing to 15 hp healing) and increases ALL friendly characters max hp by 12 but not increasing the characters current hp.

(ie. If a Dark Witch has 12/28 hp then after the apprentice focus is cast the Dark Witch would have 12/40.)

If the apprentice's focus is lost and characters have <= 12 hp, the unit will be destroyed. All other characters will return to there regular hp values and the cleric will loose the extra 3 hp healing ability.

(ie If a Promancer has, with apprentice focus, 42/42 hp their hp will change to 30/30 and the additional 12 hp the pryomancer had before will be lost and will NOT return if the apprentice casts focus again. They will have 30/42 hp if the apprentice regains her focus. *Only the cleric can increase the characters present hp to 100%.)

Let me know what you think. I'm missing a few points probably but it's an idea.

LondonJack
04-06-2004, 09:48 PM
Honestly this unit seems very broken. It throws every single damage/healing check and balance in the game, especially if it was combined with a stone golem or a magi heavy setup. Also you would need to address multiple clerics.

woljin
04-06-2004, 10:23 PM
In the case of multiple clerics - hmm... I'd say if more then 1 cleric increase healing by 1 only but the increase in all characters max hp will be a constant of 12 regardless.

In the case of multiple apprentice clerics. An additional focus will not be allowed and the 2nd will simply be a character to walk around and to use if the other is destroyed. (that is, if this would be a charater to drop in game but it is not suggested as a free account character but if it would be, no others would drop from game winnings.)

As for healing and damage checks?

Hmm... like a golem I faught today the stats say like 0 (+30) ac. I was thinking that this character would have the same effects on the targets.

As for the coding, hmm... I assume that if the character is made based on the golems ac removal check it should not be too difficult to code it but then again I have not seen this game code so that is just my 2 cents :)

What would you suggest to fix this kinda of character so that it would be possible to create?

sproose moose
04-06-2004, 11:59 PM
it does not fit in the tao world

The Rooster
04-07-2004, 01:59 PM
What I think Londonjack meant was that there are checks built into the game. For example it's no accident that a scout's HP is 40, 2 hits from a knight kill it and that a knight goes a little faster. They're designed to counter each other.

This destroys every one of those balances. Though the stone golem does this, too, it only does it for 4 other units, not your whole board. this would end up being either completely useless, or something everybody had to use just to keep up with the others.

In other words, it can't be fixed. This would be similar to making a unit that added +6 to every units attack power. Suddenly DSMs (and any Pyros in game at the time), scouts, assassins, and knights can kill clerics in one hit. Knights can kill Pyros and DWs in one hit...etc. See how it throws everything out of whack?

MournsForTrees
04-08-2004, 08:22 AM
It really doesn't work with any of the other units, now if it healed a single unit, with any ranges, and a slightly slower recharge time, then maybe

royalfire
04-08-2004, 02:32 PM
I suggest a whole board effect, meaning it increases all unit's max HP instead of just your team. That might balance it out.

Agent Smith
04-08-2004, 02:38 PM
Then everything just takes ponger to kill.
Might be worth it if you used a mage-bomb, but otherwise would just make games take longer.

woljin
04-08-2004, 03:01 PM
Hehe... I still like the idea of this character but after thinking about it more I think it is not a good idea for this game but it was a good first try I think :)

Now if I was to change the ability to work in game... I'd say use the idea of a single target heal (from the poster above) for 30 hp and everything else the same (stat wise not effect wise) but the target range is that of the barrior in game. That would be rather cool. Hmm maybe change recovery time to but seems about ok.