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Critical Cheese by tolleder
Name General Description
1, 2
Critical Cheese v2
376
RARE
General
Wave lvl: 19

Submission
By: tolleder
Date:2009-09-30 15:28:26
Status: PENDING
ID:10
Last Update:2009-10-04 13:44:17
Description
This cheese smells very critical.

Abilities
Buy Cheese
Click this item to buy 100 additional charges for 50 gold.

Active ability:
Range: 0
Critical Taste
Everyone who tastes this cheese will hit critically with every attack. Every critical hit caused by this item will take away 1 charge.
Specials

+x0.1 crit damage

Status:
PENDING: This item is not yet accepted. Users comments to this item:
Made it a little bit clearer that this item only affects attacks.

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Discussion

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 Post subject: Critical Cheese v2 (10)
PostPosted: Wed Sep 30, 2009 1:28 pm 
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This is the discussion thread for the item Critical Cheese (10)

Creator's comments for this item:

Every game needs cheese. The tooltip will work ingame, its just bugged in the testmap, because the selling text is not disabled in the testmap.


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 Post subject: Re: Critical Cheese (10)
PostPosted: Fri Oct 02, 2009 4:35 am 
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Im probably reading the code wrong, but it appears to set the charges to 100, not increase them by 100 as stated in the tooltip.

It also seems to do nothing with spell crits,is this intentional (physical dmg only?)


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 Post subject: Re: Critical Cheese (10)
PostPosted: Fri Oct 02, 2009 12:12 pm 
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//The item will use the userInt for charges, cause charges are bugged.

set itm.userInt=itm.userInt+numCharges*2

So it adds something to the number of charges (which is the userInt)

Spell Crits
-are problematic to code (there is no OnSpellAttack event, so I had to do it manually)
-would annoy players (a dot would drain the cheese empty in seconds)
-would create a great imbalance (some spells can deal huge damage, but take a lot of mana)
-are not stated in the tooltip (most spells do not cause projectiles to fly and it does not grant spell crit damage)
-do not cause trouble, if the player things the item makes spells crit (no crit messages and the non existent extra spell crits do not drain charges)


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 Post subject: Re: Critical Cheese (10)
PostPosted: Fri Oct 02, 2009 9:01 pm 
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Posts: 63
Thanks for the comprehensive reply.

My mistake for misreading the code


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 Post subject: Update to version v2!
PostPosted: Sun Oct 04, 2009 11:44 am 
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The item has been updated to version v2!

Creator's reason for this update:

Made it a little bit clearer that this item only affects attacks.


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 1:19 pm 
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I think this item is overpowered.
When a tower gets 100 critical attacks in a row, it can be quite insane on some towers.
For example: my jungle stalker, the furbolg, ...


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 1:59 pm 
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I would like to know how multicrit is handled by this item?


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 2:10 pm 
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loop 
  exitwhen itm.userInt==0 or tower.getNumberOfCrits()>=tower.getProp_MulticritCount() 
  call tower.addAttackCrit() 
  set itm.userInt=itm.userInt-1 
endloop

_________________
League of Legends (MasterCassim @ EUW)


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 2:45 pm 
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LOL so it the full Multicritpossibility. I think thats imbalaced. It shoudl change to

  exitwhen itm.userInt==0 or tower.getNumberOfCrits()>1


so the tower still crits for sure, but the multicrit depends on the original crit chance.


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 2:48 pm 
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But without the multi crit, it's still imbalanced


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 Post subject: Re: Critical Cheese (10)
PostPosted: Sat Oct 24, 2009 7:49 pm 
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Let's go through it all:
-Multicrit:
Every time the units crits it gets +25% damage, not *125% damage. For the cheese this means, that it has double bonus damage for half the time. Which is the same as normal bonus damage for the normal time.
-Furbolg:
It has +25% crit chance while in range anyways. That means while the tower is in range the cheese will trigger less often. The advantage remaining (because of the increases crit damage) is not that big. (You can compare it with a mana oil on a tower with mana and mana regeneration and a tower with mana without mana regeneration)
-Jungle Stalker:
The Junge Stalker will reach 100% crit chance very soon anyway if you buff its crit chance a little bit through items and auras, because every crit chance increase also increases the chance of the ability. If a tower has 100% crit chance, the cheese will not trigger anymore.
-Cheese in general:
You may not consider this item as something you just get for free as a gift, but as a tower. If you get the cheese at the beginning of the game and want it to remain active till the end of the game you have to put around 300-500 gold into it. Would you buy a tower with a permanent +25% damage buff for one tower and no attack for 500 gold?


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 Post subject: Re: Critical Cheese (10)
PostPosted: Mon Jun 07, 2010 4:55 am 
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Critical Cheese is beyond over powered.

The gold cost is negligible because in the current version, other people and myself usually reach survival with obout 50k+ gold. Usually gold is no issue beyond level 50.

This item would allow the tower to make a critical hit every attack. On towers that hit hard like Bug City this would prolly allow them to 1 hit every creep in the game.

For instance, I'm looking at a Bug City right now that has been fed with pots and creep kills throughout the game...
If critical Cheese were to be given to this tower right now it would increase this Bug City damage by about 5x.
It would be the same as having one item that has +500% to attack.

EDIT: on a paranoid thought... I guess I could be wrong. The only way to really know for sure is to run it throuh the game I guess :)


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 Post subject: Re: Critical Cheese (10)
PostPosted: Mon Jun 07, 2010 12:20 pm 
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This item is too strong. 100 crits for only 50 gold is just insane. Most towers deal 2.5x crits(with some items and oils) so the tower would be 2.5x stronger for 100 attacks and 100 attacks are enough for ~ 5 waves. 50 gold/5 waves = 10 gold per wave = too strong :P


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 Post subject: Re: Critical Cheese (10)
PostPosted: Mon Jun 07, 2010 12:43 pm 
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der_kleine_Tomy wrote:
This item is too strong. 100 crits for only 50 gold is just insane. Most towers deal 2.5x crits(with some items and oils) so the tower would be 2.5x stronger for 100 attacks and 100 attacks are enough for ~ 5 waves. 50 gold/5 waves = 10 gold per wave = too strong :P

I agree the item is too powerful for its cost but I disagree with your statement that such a tower would be 2.5x stronger. It already has a chance to deal a critical strike which will be neglected with the cheese since they will crit. So the tower will only be 2.5x minus crit% stronger.


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 Post subject: Re: Critical Cheese (10)
PostPosted: Mon Jun 07, 2010 1:50 pm 
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drol wrote:
der_kleine_Tomy wrote:
This item is too strong. 100 crits for only 50 gold is just insane. Most towers deal 2.5x crits(with some items and oils) so the tower would be 2.5x stronger for 100 attacks and 100 attacks are enough for ~ 5 waves. 50 gold/5 waves = 10 gold per wave = too strong :P

I agree the item is too powerful for its cost but I disagree with your statement that such a tower would be 2.5x stronger. It already has a chance to deal a critical strike which will be neglected with the cheese since they will crit. So the tower will only be 2.5x minus crit% stronger.


Yeah my calculations were a bit wrong but still it's too strong :P


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