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Dark-Death
06-16-2004, 01:57 PM
This is a defence systen basically used for turtles so they able to defend against mage bombs.

HP: 50
Power: N/A
Armour: 14%
Blocking: 100%
Movement: N/A
Range: 4
Recovery: N/A

Effect: The Warp around the ward creats a field at all times that can never be broken. The effect this Warp has on the Units in its range is it reduces the attack to 75% (divide by 4 multiply by 3) of its attacking power their attacking power so a DSM that has 27 power with the dragon and no other pyros (maby 1) on the field would only deal 20 damage total without subtracting the armour percentage. (allways round to nearest number)
This effects both players teams.
It is if the unit is in the range of this unit not the attack.
If you stand out side of the range of this unit and attack a unit with the range it will have no effect.
The warp affects units not attacks.

(counts as 1 unit)

This would be good for turtles because alot of golds get sick of being bombed but with this the pyros arent gona sway the match that much.

Outside of the range there is no warp effect of course and dammage will be dealt with no difference.

This would be a glowing with black power seen as the Warp is bad stuff lol. A singal pole, like a column with the obviouse ward stone on the top. Made of warp magic that can be changed with the players colour of his team.

(Warp magic surrounding it like a DSM but the black instead of gold)

Suggestions are welcome.

VOID Shaolin
06-16-2004, 02:20 PM
Does it differentiate between friendly and opposing units? I think the ward should take power from both friendly and opposing units, other wise you just cluster all your units behind it and no one can break you while you go and hit them with normal strength. Also, I think a range of 4 is a bit much, maybe 2-3 like a Chanty or LW so that you could protect a single character (such as a Cleric) from melee attacks.

Another suggestion to make this less-overpowered is to make the damage a different percent than 50. 50% damage is awefully weak, and golds already have stones, so attacking a gold turtle who ran a stone and this unit would be all but impossible. Maybe the damage normally inflicted would be reduced to 75%, and if so, the unit may be able to have a range of 4.

NoEscape
06-16-2004, 03:04 PM
Hmmm....100% armor...so that means you can't kill it huh....TAKE THIS SHIT OFF

Dark-Death
06-16-2004, 03:11 PM
yes it effects both teams
i had the range as 3 but i changed it at the last min i will edit this now and yea i will reduce the dammage to 75% i agree that 50% is a litl much

P.S have u ever read that all magic things can dammage 100% armour?
r u a n00b?

NoEscape
06-16-2004, 04:29 PM
That's block retard. Armor is how much damage is taken off. You're the n00b.

VOID Shaolin
06-16-2004, 04:49 PM
That's block retard. Armor is how much damage is taken off. You're the n00b.

Ya sorry Dark-Death, when you change also make sure that you put "Blocking: 100%" instead of "Armor: 100%". Just as a reference, I believe Lightning Wards have 16% armor, so a small amount like 10% armor may be ok to prevent from being taken out too quickly, especially considering it has 6 hp less than a LW. If it has no armor, that's a LW hit and a DMW and it's gone. Maybe even 20% armor now that I think about it.

Bottle
06-16-2004, 05:27 PM
But will LWs be able to hit it? I would have thought it would be positioned way back, out of reach of LWs.

But unfortunately, I can't condone a unit which is specifically designed to help one strategy.

Dark-Death
06-17-2004, 08:43 AM
oops yep that was supposto be blocking sorry noescape i thaught it said blocking
obviosly i am the n00b here and have bad eye sight