holepercent Posted August 4, 2008 Currently: (elemental damage type) light (trickery/electricity/quantum/hail/laser/nova) dark (poison/magic/disease/oblivion/jinx/muck) water (well/Ice/tidal/drowning/windstorm) fire (blacksmith/flame/flamethrower/zealot/voodoo/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/hydro/gold/quaker/polar) non-elemental - 100% to all (kindle) to balance things out: light (trickery/electricity/quantum/hail/laser/nova) dark (magic/disease/oblivion/jinx/voodoo) water (poison/well/Ice/tidal/drowning/windstorm) fire (kindle/blacksmith/flame/flamethrower/zealot/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/hydro/gold/quaker/polar/muck) ie: voodoo to dark, muck to earth, kindle to fire, and poison to water this ensures a balance in the elemental damage types and leaves no element too far behind. Earth has no support towers that deal ability damage (polar's damage is it's normal attack, the ability does no direct damage) while fire has 2 in corrosion and voodoo (both the tower's normal attack and ability deals damage) although it remains to be seen in the 4-element builds are the damage types balanced or some builds are unable to cover their weaknesses. (discussed with karawasa in irc) Go to top Share this post Link to post
Cisz Posted August 4, 2008 Have you done the test for all 15 builds? Is there a good dmg tower and a cover for the weak element everywhere? Maybe we should wait with this for a while, because I forsee the possibility for towers swapping places. Go to top Share this post Link to post
holepercent Posted August 4, 2008 currently (before proposed changes) DNEF dark - magic/disease nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/voodoo/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder light - trickery/quantum/laser DWEF dark - poison/magic/muck water - earth - gunpowder/hydro fire - smith/corrosion/flamethrower/zealot composite - kindle DWEL dark - poison/muck water - ice earth - gp/hydro/polar light - trickery/quark/hail/laser DNEW dark - disease/psn/muck nature - mushroom/roots/golem earth - gp/hydro water - well/drowning LFNE light - electr/quark/nova fire - flame/smith nature - life/mushroom/enchant earth - gold/quaker LFND light - electr/trickery/nova fire - flame/voodoo nature - life dark - magic/disease/jinx/oblivion LWFE light - electr/quark water - ice/windstorm fire - smith/zealot earth - hydro/polar/gold non - kindle LWFD light - electr/trickery/hail water - ice/windstorm fire - corrosion dark - poison/magic/jinx non - kindle LFNW light - elecr/nova fire - flame nature - life/impulse water - ice/well/windstorm/tidal non - kindle LDFE light - trickery/electr/quark/laser dark - magic/jinx earth - gp/gold fire - smith/flamethrower LDWN light - trickery/hail dark - poison/disease/oblivion water - ice/well/tidal/drowning nature - life LWNE light - quark water - ice/well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar DWFN dark - psn/magic/disease water - well/drowning fire - flame/corrosion/voodoo nature - impulse non - kindle WFNE water - well fire - flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker non - kindle Summary current setup DNEF has 4 fire towers DWEF has 4 fire towers DNEL has 4 nature towers LWNE has 4 nature towers DWEL has 4 light towers LDFE has 4 light towers LFND has 4 dark towers LFNW has 4 water towers LDWN has 4 water towers DNEL has 1 earth tower DWEF has no water towers WFNE has 1 water tower DWEL has 1 water tower LWNE has 1 light tower LFND has 1 nature tower LDWN has 1 nature tower DWFN has 1 nature tower LWFD has 1 fire tower LFNW has 1 fire tower Go to top Share this post Link to post
Karawasa Posted August 4, 2008 Have you done the test for all 15 builds? Is there a good dmg tower and a cover for the weak element everywhere? Maybe we should wait with this for a while, because I forsee the possibility for towers swapping places. That is definitely something that needs to be looked at. However, even if we end up swapping some places we are still going to need to equate the number of towers each element type has. Go to top Share this post Link to post
Twilice Posted August 4, 2008 Also it much match the tower. (I don't think hydro match as earth) Go to top Share this post Link to post
dvdlesher Posted August 5, 2008 Also it much match the tower. (I don't think hydro match as earth) Yeah, word "hydro" usually tags with something watery... I guess it should be "water" elemental? Go to top Share this post Link to post
holepercent Posted August 5, 2008 That is definitely something that needs to be looked at. However, even if we end up swapping some places we are still going to need to equate the number of towers each element type has. i've already posted the pre-change list.. in the post just above yours.. it lists the damage types and what towers have that damage type.. just the list with a small bit of analysis at the bottom of the post... .. need to analyse the list in greater detail... Go to top Share this post Link to post
Karawasa Posted August 5, 2008 That is definitely something that needs to be looked at. However, even if we end up swapping some places we are still going to need to equate the number of towers each element type has. .. need to analyse the list in greater detail... That's is what I meant . Go to top Share this post Link to post
holepercent Posted August 6, 2008 it'll be best to delay this until after the new towers are out at least.. like in a build with strong fire damage, is a poison tower a cover against water waves? towers switching will also invalidate some of the analysis.. with strong towers/damage towers switching elementals/positions... i'll still go ahead with a preliminary analysis.. granted that i can't complete all 15 builds myself, but anyway.. the analysis still can be done (more so in theory).. most likely complete over the weekend.. Go to top Share this post Link to post
holepercent Posted August 24, 2008 b12 updated Currently: (elemental damage type) light (trickery/electricity/quantum/hail/laser/nova) dark (magic/disease/oblivion/jinx/voodoo) water (poison/well/Ice/tidal/drowning/windstorm) fire (kindle/blacksmith/flame/flamethrower/zealot/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/hydro/gold/quaker/polar/muck) DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder light - trickery/quantum/laser DWEF dark - magic water - psn earth - gunpowder/hydro/muck fire - kindle/smith/corrosion/flamethrower/zealot DWEL dark - water - psn/ice earth - gp/hydro/polar/muck light - trickery/quark/hail/laser DNEW dark - disease nature - mushroom/roots/golem earth - gp/hydro/muck water - psn/well/drowning LFNE light - electr/quark/nova fire - flame/smith nature - life/mushroom/enchant earth - gold/quaker LFND light - electr/trickery/nova fire - flame nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - electr/quark water - ice/windstorm fire - kindle/smith/zealot earth - hydro/polar/gold LWFD light - electr/trickery/hail water - psn/ice/windstorm fire - kindle/corrosion dark - magic/jinx LFNW light - electr/nova fire - kindle/flame nature - life/impulse water - ice/well/windstorm/tidal LDFE light - trickery/electr/quark/laser dark - magic/jinx earth - gp/gold fire - smith/flamethrower LDWN light - trickery/hail dark - disease/oblivion water - psn/ice/well/tidal/drowning nature - life LWNE light - quark water - ice/well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar DWFN dark - magic/disease/voodoo water - psn/well/drowning fire - kindle/flame/corrosion nature - impulse WFNE water - well fire - kindle/flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
holepercent Posted August 24, 2008 Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder light - quantum/laser DWEF dark - magic water - psn earth - gunpowder/hydro fire - kindle/flamethrower/zealot DWEL dark - water - psn/ice earth - gp/hydro light - quark/hail/laser DNEW dark - disease nature - mushroom/golem earth - gp/hydro water - psn/drowning LFNE light - electr/quark fire - flame nature - life/mushroom earth - gold/quaker LFND light - electr fire - flame nature - life dark - magic/disease/jinx/oblivion LWFE light - electr/quark water - ice fire - kindle/zealot earth - hydro/gold LWFD light - electr/hail water - psn/ice fire - kindle dark - magic/jinx LFNW light - electr fire - kindle/flame nature - life/impulse water - ice/tidal LDFE light - electr/quark/laser dark - magic/jinx earth - gp/gold fire - flamethrower LDWN light - hail dark - disease/oblivion water - psn/ice/tidal/drowning nature - life LWNE light - quark water - ice/tidal nature - life/mushroom/golem earth - hydro DWFN dark - magic/disease water - psn/drowning fire - kindle/flame nature - impulse WFNE water - fire - kindle/flame/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
Twilice Posted August 24, 2008 This is just a little add on. If you use only W-N-L you will end upp in 3 water towers out of 4. Is this supposed to be? Go to top Share this post Link to post
jolin012 Posted August 24, 2008 FWN has 2 fire duals, LFE has 2 Light duals. ok, 3 element builds are not meant to be used, but 33311 and 3332 are both relying on the damage that those 2 duals do. Although it's ok with me that all 12 3-ele builds tha have a duals support do Not work that easy, it's more fun that way, while we could balance it to all 3ele build have 2 different attacktypes, perhaps we could even balance it to "all 3ele have a damage tower and a damagetower that covers that tower", and that'd be balanced but wouldn't be fun, it'd take us far too close to "any build i pick i will get the same towers with different names". anyhow, what I found was that if: LE - L(ight Dmg) LN - L DW - D DF - D WE - W WL - W FL - F FW - F ND - N NF - N ED - E EN - E All 3ele with a support duall would have 2 different damage types. That'd be too much for 4.0, but it's balanced although boring, if that'd for some reason be wanted for 5.0 Go to top Share this post Link to post
jolin012 Posted September 7, 2008 anyhow, what I found was that if: LE - L(ight Dmg) LN - L DW - D DF - D WE - W WL - W FL - F FW - F ND - N NF - N ED - E EN - E All 3ele with a support duall would have 2 different damage types. Note that that's only an example. there are other ways around too, such as: DF - D DW - D LN - L LE -L NF -N ND - N ED - E EN - E WL - W WE - W FL - F FW - F I'm still not sure how important i should consider it to be to not have 3ele builds inluding only one dmgdual attacktypes, like DWL (poison-water ice-water) and FWN (kindle, flame) LEF(quark electricity). perhaps it is also possible to have every 3 elements that is not a support triple, to have 2 dmg duals of different aattacktype and the dmgtriple be the 3rd of the 3 elements. but that'd also mess up the current support triples' and duals' elements, so it is definitly not something for 4.0 Go to top Share this post Link to post
holepercent Posted September 8, 2008 i'm pretty sure there are many possible permutations and combinations to having the damage towers equal in elemental damage.. but what about when combined with the support towers? have to consider the overall elemental damage scheme.. from what i see it's pretty balanced now and we wouldn't want to make major changes to the elemental damage types or even tower reshuffling for this upcoming 4.0 release. 3-element builds aren't really the focus.. i don't think all 3-element builds are playable.. well.. our aim in map balance is to balance 4-5-6 element builds. so i'm not really sure if that's the way to go.. although with that balance, 4 element builds should have some form of balance as well as adding one element will add to the 3-element build a mix of damage types (as it can be considered as overlapping 3-element builds with 2 common elements). as you already mentioned, it may well end up that every build is identical just different tower names.. Not so likely as most duals are 'different' and 'unique' in some ways.. have you tried if it's possible to have the duals with different damage types and the resulting triple the 3rd (with towers switching elements if needed) ? Go to top Share this post Link to post
jolin012 Posted September 8, 2008 Why 3ele dmg is a little bit of importance is because you max 3 eles in a 2ele build, and rather likly to do it in a 5ele build too. like F3 E3 L3 W1 N1 or F3 E3 L3 W2. in which both cases, it is pretty sad to have the 2 maxed triples use teh same damage type, like poison and ice in WLD or flame and kindle in FNW or LFE with Electricity and Quark. Oh in the other hand, every 4 and 5ele build can avoid it by maxing other elements which makes up for a test of skill, which i like Go to top Share this post Link to post
Karawasa Posted October 25, 2008 Could someone create a tool (perhaps in excel) that maps this out the way holepercent has listed. I mean you input the elemental damage type for each tower, and it outputs the elemental damage types available for each build and from which towers. I'd like to test making Poison > Darkness, Kindle > Water, and Magic > Fire. Go to top Share this post Link to post
Twilice Posted October 25, 2008 If so, could you try making kindle a bit more steam like? (also name can be called steam) Go to top Share this post Link to post
Guest DevouringOne Posted October 25, 2008 And why some elements have more tripples/duals from other? This makes the elements unbalanced...hmmm Go to top Share this post Link to post
jolin012 Posted October 25, 2008 um, that is rather untrue. There are 12 damage duals and 12 damage triples. 2 of each of each element. The damage type of the support triples can not be equally many of each types. *3 damage duals cant use 6 element types, neither can 8 support triples. instead there are 2 support towers of each element except darkness which has one, just for the sake that the number of towers not including composite towers is not dividable by 6) And the support towers damage is not a big deal after all. and the dmg type of the boosters is not part of the balance, so it is not a problem. Go to top Share this post Link to post
echinodermata Posted October 29, 2008 Could someone create a tool (perhaps in excel) that maps this out the way holepercent has listed. I mean you input the elemental damage type for each tower, and it outputs the elemental damage types available for each build and from which towers. I'd like to test making Poison > Darkness, Kindle > Water, and Magic > Fire. Could you explain the rationale for possibly making {Poison > Darkness, Kindle > Water, and Magic > Fire}? In the meantime, I have made two set of 5 nice diagrams which arrange the 6 elements into a hexagon and the duals/triples are represented by colored lines/triangles (dotted lines/dark boxed triangles are support towers). I hope they help with visualization. I can make more quite easily, too. The first set is arranged with the elements in order around the circle (DWFNEL). The second set is the same, but arranged for maximal symmetry (DFNLEW). Also attached below are the same diagrams in PDF format. Edit: Major errors for the symmetric diagrams have been corrected. EleTD1.pdf Ordered.png Symmetric fixed.png EleTD2.pdf Go to top Share this post Link to post
Guest DevouringOne Posted October 29, 2008 You can try to change the last figures from the two pictures they may cause some problems... Go to top Share this post Link to post
holepercent Posted December 3, 2008 b18b proposed Currently: (elemental damage type) light (trickery/electricity/hail/laser/nova/ice) dark (magic/disease/oblivion/jinx/voodoo) water (poison/well/tidal/drowning/windstorm/hydro) fire (kindle/blacksmith/flame/flamethrower/zealot/corrosion) nature (life/mushroom/impulse/golem/enchantment/roots) earth (gunpowder/gold/quaker/polar/muck/quark) DNEF dark - magic/disease/voodoo nature - mushroom/roots earth - gunpowder/quaker fire - flame/smith/flamethrower DNEL dark - disease/oblivion nature - mushroom/life/roots/enchantment earth - gunpowder/quark light - trickery/laser DWEF dark - magic water - psn/hydro earth - gunpowder/muck fire - kindle/smith/corrosion/flamethrower/zealot DWEL dark - water - psn/hydro earth - gp/polar/muck/quark light - trickery/hail/laser/ice DNEW dark - disease nature - mushroom/roots/golem earth - gp/muck water - psn/well/drowning/hydro LFNE light - electr/quark/nova fire - flame/smith nature - life/mushroom/enchant earth - gold/quaker LFND light - electr/trickery/nova fire - flame nature - life dark - magic/disease/jinx/oblivion/voodoo LWFE light - electr/ice water - windstorm fire - kindle/smith/zealot earth - hydro/polar/gold/quark LWFD light - electr/trickery/hail/ice water - psn/windstorm fire - kindle/corrosion dark - magic/jinx LFNW light - electr/nova/ice fire - kindle/flame nature - life/impulse water - well/windstorm/tidal LDFE light - trickery/electr/laser dark - magic/jinx earth - gp/gold/quark fire - smith/flamethrower LDWN light - trickery/hail/ice dark - disease/oblivion water - psn/well/tidal/drowning nature - life LWNE light - ice water - well/tidal nature - life/mushroom/enchantment/golem earth - hydro/polar/quark DWFN dark - magic/disease/voodoo water - psn/well/drowning fire - kindle/flame/corrosion nature - impulse WFNE water - well fire - kindle/flame/smith/zealot nature - mushroom/impulse/golem earth - hydro/quaker Go to top Share this post Link to post
holepercent Posted December 3, 2008 Elemental damage list without support towers included DNEF dark - magic/disease nature - mushroom earth - gunpowder/quaker fire - flame/flamethrower DNEL dark - disease/oblivion nature - mushroom/life earth - gunpowder/quark light - laser DWEF dark - magic water - psn/hydro earth - gunpowder fire - kindle/flamethrower/zealot DWEL dark - water - psn/hydro earth - gp/quark light - hail/laser/ice DNEW dark - disease nature - mushroom/golem earth - gp water - psn/drowning/hydro LFNE light - electr fire - flame nature - life/mushroom earth - gold/quaker/quark LFND light - electr fire - flame nature - life dark - magic/disease/jinx/oblivion LWFE light - electr/ice water - hydro fire - kindle/zealot earth - gold/quark LWFD light - electr/hail/ice water - psn fire - kindle dark - magic/jinx LFNW light - electr/ice fire - kindle/flame nature - life/impulse water - tidal LDFE light - electr/laser dark - magic/jinx earth - gp/gold/quark fire - flamethrower LDWN light - hail/ice dark - disease/oblivion water - psn/tidal/drowning nature - life LWNE light - ice water - tidal/hydro nature - life/mushroom/golem earth - quark DWFN dark - magic/disease water - psn/drowning fire - kindle/flame nature - impulse WFNE water - hydro fire - kindle/flame/zealot nature - mushroom/impulse/golem earth - quaker Go to top Share this post Link to post