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Mjollnir by cedi

The icon is already used by 1 item:

Magic Hammer 

Name General Description
1, 2, 3
Mjollnir v7
1800
UNIQUE
General
Wave lvl: 50

Submission
By: cedi
Date:2009-09-30 15:57:25
Status: DECLINED
ID:11
Last Update:2011-03-16 11:05:51
Description
The legendary hammer of the thunder god Thor.

Abilities
Thunder Shock
Mjollnir releases chain lightnings on cast. For each chain lightning there is a 50% chance to release another chain lightning. Chain lightning deals 1000 spell damage and jumps 5 times. Each jump decreases damage by 10%.

Active ability:
Cooldown: 20 sec
Range: 1000

Status:
DECLINED: This item was rejected by cedi, reason:
Mep

1, 2, 3
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Discussion

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 Post subject: Mjollnir v7 (11)
PostPosted: Wed Sep 30, 2009 1:57 pm 
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This is the discussion thread for the item Mjollnir (11)

Creator's comments for this item:

Mass killer item


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 Post subject: Re: Mjollnir (11)
PostPosted: Wed Sep 30, 2009 6:12 pm 
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1. It's actually called Mjölnir.

2. It's the hammer of Thor, not Zeus' one.

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 Post subject: Re: Mjollnir (11)
PostPosted: Wed Sep 30, 2009 6:40 pm 
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About the code:
-You do not need the Periodic, use Game.getGameTime() instead
-Use calcChance() instead of GetRandomReal() (it can be modified by a tower's chance bonus)
-Use the exitwhen directly without the if
-I.next() returns 0 not null, if there is no target last
-Your loop is very strange (What if there is no unit in 1000 range, because the tower has 2000 attack range?)
-You have to destroy the iterate, if the next does not return 0, not if it does.

Balance:
1.6        *        4000 * (1+0.9+0.81+0.73+0.66)   /   10     =   2624
avg num chainlig   damage    jump percentage        cooldown        dps

So dps gold nearly matches (if you would add bosses, you would probably be a little bit below 2500). But nevertheless it still looks quiet overpowered for me. You are basically getting a 2500 gold tower for free. And if you can build 2500 gold towers the game, you have already reached level 60. The getting this item would be fair to get this item level 100 (you still get this item for killing just one creep and for a tower you have to kill many creeps)


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 Post subject: Update to version v2!
PostPosted: Wed Sep 30, 2009 8:06 pm 
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The item has been updated to version v2!

Creator's reason for this update:

Lowered damage, Trigger fixes. Name is still the same, because GMSi doesn't like the -> ??


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 4:31 am 
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5 jumps means 6 hits. This isn't just a mass killer. It'll hit everything in an air round, and 1/2 the units in a normal round.

After each chain lightning
Is that each cast, or will this trigger off jumps too?

If you want to make it a mass killer, it needs more jumps - but probably less damage to compensate.
Currently this will be worst on boss rounds, and mass rounds - not the mass killer your comment seems to indicate.


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 7:52 am 
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Nahh, Because it can hit more then one time it is a mass killer. For example: First lightning has a chance of 100% to trigger. Then there is another 50% chance to trigger, then 25%, 12.5%, 6.25% and so on. And each chainligthning hit's another unit. I think there are around 1 - 2 Lightnings each 10 seconds.

3000 damage * (1+0.9+0.81+0.73+0.66) / 10.00 = 1230 dps for one lightning. But there could be two or three of them... Because it uses the calcChance Method there can be up to 9...
cedi

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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 11:58 am 
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"5 jumps means 6 hits" Why?
1st jump: tower->creep1
2nd jump: creep1->creep2
3rd jump: creep2->creep3
4th jump: creep3->creep4
5th jump: creep4->creep5
(and I tested it in the map)

My balance complaint was about the item dropping to late in game. So I suggested to lower damage. But if you do not lower gold cost, it will still spawn at the same late time...
And it will cast 1.64 lightnings at average (if there are no chance boni). I think you ignored, that it is over, if just one lightning did not trigger. (So 4th lightning chance is just 1.5%)

There is another problem with your code:
Let's assume 1 creep is in range and you want to cast 3 times:
U=creep1 (I.next)
U2=creep1 (U)
Cast creep1
U=0 (I.next)
U=creep1 (U2)
Cast creep1
U=? (there is no I anymore or the handle is used by another function, because Iterate destroys itself, if it returns 0)

And the I.destroy(), when is it actually called? Because if you just need 1 unit, but there 2 are in range, U is not 0, but creep1)


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 12:30 pm 
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I made it so: U == I.next() Now, should it be 0 then use the value of U2... Else set U2 = U.

And then at the end if U != then
destroy...

Arrghhh. Made a mistake, I fix it soon.

cedi

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 Post subject: Update to version v3!
PostPosted: Fri Oct 02, 2009 12:55 pm 
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The item has been updated to version v3!

Creator's reason for this update:

Balance fixes and a trigger bug.


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 1:00 pm 
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That did not really solve it... In which case you skip the destroy call now? Because if U is 0, it is set to U2 before Wc3 reaches the if.


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 1:50 pm 
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That works. If I.next() returns 0 the api destroy the Iterate. And if u != 0 then I destroy it...

cedi

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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 2:03 pm 
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You always destroy it! (even if the api has already destroyed it...) If U is 0, you set it to U2 (which is not 0 in the most cases). After leaving the loop U is no longer 0 then and you destroy the Iterate again.


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 2:34 pm 
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ahh.. jea, you're rigt, fix coming.

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 Post subject: Update to version v4!
PostPosted: Fri Oct 02, 2009 2:37 pm 
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The item has been updated to version v4!

Creator's reason for this update:

fix


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 Post subject: Re: Mjollnir (11)
PostPosted: Fri Oct 02, 2009 8:44 pm 
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tolleder wrote:
"5 jumps means 6 hits" Why?
1st jump: tower->creep1


A spell that hits a single target usually isn't considered to have one 'jump'.
I am assuming the spell does not attack the tower it is on, and so the first target will be creep 1

creep1 -> creep 2 1st jump
etc....

Quote:
After each chain lightning
Is that each cast, or will this trigger off jumps too?


By your description Cedi, I assume this means that each jump has a chance to trigger another cast.
In that case, yes it will become a useful mob killer - If it only triggered off the initial cast then this would not be the case.


Quote:
I think there are around 1 - 2 Lightnings each 10 seconds.


But each bonus chain lightening creates a chance for another chain lightening to be cast

So: (assuming there are enough targets)

First chain lightening cast has the following chance to generate at least one more lightening
.5+ (1-.5)*.25.+ (1-.5-.25)*.125+ (1-.5-.25-.125)*.125/2 + another chance +another chance
Which gives >65%
Now assuming that one chain went off, that chain will also have the >65% chance of generating another

and another, each time you get a >65 chance to get another golt (assuming there are still enough targets alive, ofc)

0.65^5 ~ 0.11. So you could reasonably expect for this to generate anywhere between 1-5 Casts on a mass round
(where there are certain to be enough targets)


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