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jolin012

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Everything posted by jolin012

  1. yep. dmg per creep or dmg per second or dmg per hour - it doesn't matter since we're only comparing towers to other towers, it's the relation between the values of each tower(or rather, group of towers since eg poison and vapor count as same) that matters. And Yes - since this is an overview supposed to be rather accurate, assumed perfect balance (except maybe gold and life in terms of dmg) is what we would do. but I think somehow boost has to be included. if you have 2 enchantment towers tier 2 (30+30=60k dmg) nature damage, and 1 tidal an tower tier 2 (40k dmg) and a well tower tier 3 (25kdmg) it will without boosts seem like both eles have 60k dmg, while in fact, water has 40*3+25=145k dmg, since tidal can be buffed by well t3 but not enchantment. Everybody can agree that support duals does make a difference the problem is how for the game to calculate it... is it possible to have the game check if towers are buffed when it counts the towers?
  2. jolin012

    Help

    forgot to tell before, time to report - this essnce is far too strong! at least halve the hp... unless we want longrange singletarget to be something required?^^
  3. jolin012

    the new forum

    I opened this thread and saw 10 posts marked "today" however couldn't find from where the unread posts began, so had to re-read 5 posts. perhaps it's my browser acting weird again. that and also that i can't see if there are unread posts in a forum section are the greatest of my probs with the new forums. aslo i would wish for a "see all unread posts" button.
  4. jolin012

    "Attack Ground"

    I'm not for this, but it should easily be possible. since, for example poison attacks with the ability where the normal attack attacks (ie if you click attack a unit it will cast the ability there). so - give the normal attack that deals 1-1 a 375 or w/e aoe and ground attack. you click attack ground and the tower will attack there, and also the ability should be aimed there, right?
  5. what i mean is that they are not only unable to take damage. your towers will even stop attacking them (and target something else) but the way it put it it's hard to understand :/ Thanks holepercet for the numbers. though I think the undead leak hting was changed to only revive once.
  6. trickery is a different issue though...
  7. yep, copy of laser. shoots double. gunpowder deals dmg.
  8. water damage would be calced exactly the same as darkness tower. since - All tier 1 single element towers are assumed to deal Z1 damage. maybe 120 damage(per creep or per sec or w/e). I honestly don't like the idea of giving oblivion teh looks of dealing 1000 damage.. since it doesn't deal that ppl would think it does both the dmg and summons drakes. Since it is possible to count all towers for networth thing, and recognize them as different values - it should be possible to make the game count the towers and remember them as different damages and attacktypes, (not the damages that they actually have like not oblivion 1-1. oblivion for example should be rememberd as maybe "darkness 8000". or powered up "darkness 8000*1.15")
  9. random is random. every random game shouldn't be posssible - but most important, every random game should be different. therefore i agree that after 4.0 we should reconsider what % chances a new element should have at different stages, so that 6ele build doesn't have a >50% chance to show up. we could hcange the % chance to get a new element after you have 4 eles so that the chance for a 4, 5 resp 6 ele build is how we want them to be.
  10. thanks. so the healing waves isn't an elemental rescue mission
  11. oops, forgot to include that part x) Since it is important that the output of this command is always up to date, it can not be that it calculates how much damage every tower has dealt so far, or last wave, cause you should be able to add a tower and before it even attacked know if you're having a rather balanced defense. So for this to be possible I must as a few things. is it possible in some way to make the game count which towers you currently have in play? if so, it could take those towers's damage. (count all dmg duals tier 1 as X1 X2 and X3(tier 1, 2 and 3) damage, except maybe life tower, and all dmg triples' damage as Y1 and Y2 except gold tower. count all Singles' dmg as Z1 Z2 Z3 Z4 Z5, periodic being Z5 too). the towers' dmg would be multiplied by the support triples in play and by the support effects currently on them (fire up, spring forward and i have been cloned, unless clones themselves can be counted). and - counted together. the % bit should be very easy. pls inform you if this post is hard to follow and I'll give you an example. hope it's possible to code. i guess the "count all towers in your maze and their status(buffed or not)" is the hardest bit...
  12. if you hold your cursor over the attackicon (not attack button) of a tower you get to know the range 1100 the attackspeed fast (veryfast green when buffed by well) etc. does anybody know how to change that data? to replace the worthless wc3 calculation "hey - darkness tower has attackspeed fast, great tip for teh beginners... not" into Attackspeed: 1.5 and add in there perhaps AoE: 150 Full/300 Half. attachment picture shows what i am complaining about.
  13. for 4.0 we should add a part at eletd.com about creep classifications. a part with simple facts. strats about them would stick to the guides. so, i began writing and found out that I suck, help me out! someone who knows a number that I don't or suggests a different way of writing something. Classifications Mechanical [icon for mech] Mechanical creeps turn on a Divine Shield every 12 seconds. The Shield lasts 3 seconds and renders creep unable to be attacked and cannot take damage. Undead [icon for ud] Revives 5 seconds after death with 33% HP. Every creep revives once. Fast [icon for fast] Fast creeps move 25% faster. They move at 375 speed instead of 300 speed. The creeps still take the same time to spawn, but since the increased movement speed spread more. Healing [icon for healing] Upon death, a creep heals every unit within a 250 AoE for 20% of it's max HP. heh, the fact that I know 2 of the 9 numbers above shows that players are not very well informed about these things Edited: added new numbers from hole. still some missing. changed what cisz pointed out a bit Edited again: added new numbers from Kara.
  14. pop up question: if a 1000 HP priest healing dies, next to a 200 000 max hp earth elemental. does the priest heal the elemental, a) not at all? 20% of priests hp, 200 hp to the earth elemeental c) 20% of bosses hp, 40000 hp to the earth elemental correct me if 20% is wrong. if a) bosses not healed, what would happen to an evil child with 200 000 hp next to a dying 1000 hp priest? or c)?
  15. point is - since max 2 interests, and no tier 2s until is it wave 30? it alwaays starts of with like 4 element types. and then there are 7 more picks - and for noone of those to be a new element... well it's like 5% chance to get a 4ele build. and like at least 50% chance to get a 6ele build. booring. 13est is right imo. holepercent is just lucky
  16. This is another idea that has popped up - not to be considered implemented now, but to be looked back at after the release of 4.0. I observed when my father played his maybe 5th game of etd. When he died at wave 49 darkness and I asked him why he died, he had no idea. he had 2 vapor towers one at 5 one at 1, 2 poison towers one at 2 one at 5, some fire arrow towers at 6, some super arrows at 1 some basic arrows at 4, and a magic tower at 9. I told him that 75% of his defence was based on water. with almost 50 towers in play it was understandable that he couldn't keep track of all towers nor the cost of them. so he had no idea that 75% was water. He suggested some way to see how much dmg you had of each damagetype, maybe bars or something. I said bars is probably not possible, but % numbers with colors should be if you input a command. What say ya? Example: I type -damagetypes The game tells me this: Your Defense has 20% Composite Damage 24% Light Damage 7% Darkness Damage 37% Water Damage 12% Fire Damage 0% Nature Damage 0% Earth damage Your Defense Deals 84% Damage against Composite creeps 97% Damage against Light creeps 106% Damage against Darkness creeps 101% Damage against Water creeps 137% Damage against Fire creeps 106% Damage against Nature creeps 88% Damage against Earth creeps
  17. jolin012

    DPS counter

    I hate the DPS Counter It is not at all useful for anything IMO. sometimes, maybe once per half year I use the damage counter over time command, but never the DPS-o-meter. and I can't remove it unless I also remove the rest of the multiboard. not to be negative - but errmm... to be happy about the removal of it for public version x) and to not make your other posts get it back in there
  18. jolin012

    Flesh Golems

    I tried to fix it. unfortunately, in my browser, spoiler don't work.. is it fixed now?
  19. We could make the model reddish - but the upgrade icon can't simply be changed in color, I think it would count as custom gfx, a whole new icon, and that makes it bigger of a deal to change. Imo, the icon works just fine, but changing the moddel to more reddish, fine by me I guess.
  20. jolin012

    Very Hard Extreme

    good to see you are still around shave hope you wanna test some b23b (RC) with us - if you're interested and have BNet, show in da irc chatt http://eletd.com/chat.html hope to cu there.
  21. what problem did old hydro have? :S except that it stunned creeps Edit: ok i get it, it's bluish now. neat. except that at the end of the animation there's a second animation, green clouds arise, those should be bluish too. else it looks good imo - perhaps a bit too bright white light blue? imo maybe it should be a bit more clear pore powerful blue. oh - and I have a new visual suggestion. today I messed up and thought my towers were clones, just cause they had the fireup visual effect on them. Those 2 effects look too much alike! infact, since i only had the fireup this time i couldn't compare, and drew the conclusion that they were exactly the same even though they aren't.. even with 100+ games with new trickery. so - make the visual effect over fireup or clones a bit changed in color. maybe make fireup a bit more red, or clones ball over them a bit more green, or replace one of them no not look like the other, or like springed forward
  22. very true - and when we have ideas they take time to code too.
  23. jolin012

    the new forum

    was there any MoneyBackIfYouDon'tLikeIt guarantee?
  24. And more time - don't most ppl already thing we are too slow?
  25. I guess it has been looked at so many times but can't be fixed. Since the size increase of bloodlust is changed to 0 it shouldn't bug, but it does, so dunno. and it hasn't been fixxed afaik since i saw it happen to a toadstool in b23. the toadstool got smaller this time.
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