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Life ' s Siphon by D3zmodos
Name General Description
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Life ' s Siphon v6
1000
UNIQUE
General
Wave lvl: 36

Submission
By: D3zmodos
Date:2009-11-25 17:14:59
Status: PENDING
ID:67
Last Update:2009-12-23 10:49:29
Description
An artifact from times before this world, it was created by Death itself to gain control over more souls. Has the ability to store bits of souls as damage that can be released upon a target when activated.

Abilities
Siphon
Every time a unit holding this item attacks, it stores a percentage of that damage which is equal the the percentage of life the attacked creep has left over.
Release
When the item is activated, the stored damage is released upon the target, emptying the siphon ' s stores. The damage will be automatically released upon a creep after the siphon stores 10 times the tower ' s damage.

Active ability:
Cooldown: 10 sec
Range: 1500

Status:
PENDING: This item is not yet accepted. Users comments to this item:
Fixed the tooltips as suggested for the most part. Split the siphon and release into 2 abilities. Does anybody actually use this item's ability to target a unit, and release the damage before it reaches the cap?

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Discussion

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 Post subject: Life ' s Siphon v6 (67)
PostPosted: Wed Nov 25, 2009 4:14 pm 
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This is the discussion thread for the item Life
'
s Siphon (67)

Creator's comments for this item:

Its probably far out of balance (with the costs and stuff) but I am really very bad at balancing and things usually so I decided to upload it anyways and let you guys squabble over it...so I just took the random, round number of 1000 :D


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Nov 25, 2009 4:17 pm 
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You need a better description for your item. (eg one with the correct numbers of the ability)


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Nov 25, 2009 5:16 pm 
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Maybe you should add a cap...

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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Nov 25, 2009 5:29 pm 
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Mmm I thought I might want to add a cap but how big that cap is depends on how much the item costs (IE when it will be acquired...a item that costs 150 wouldnt be so great with a cap of like 20 000 would it...too imba, but not as much with a later game item). I need you guys to go with suggesting prices :D

With regards to the tooltip, will do.


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Mon Dec 14, 2009 5:02 pm 
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I'm not sure how strong it is but a gold cost of 1000-1500 seems nice.


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Mon Dec 14, 2009 6:24 pm 
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Quote:
Life ' s Siphon
Can steal life from attacked creeps and deal the accululated damage back at a later stage
Thats very inaccurate. Why only "Can"? So does it or not? And when is "later". Plz make the tooltip much more accurate, so everyone (even me ;) ) knows what this item is doing.


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Mon Dec 14, 2009 6:44 pm 
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So basically this item does what?

Take away a percent of the tower damage and store it or grant a bonus by storing bonus damage and release it later?

Can steal life from attacked creeps and deal the accululated damage back at a later stage

*accumulated?


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 Post subject: Update to version v2!
PostPosted: Tue Dec 15, 2009 7:36 am 
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The item has been updated to version v2!

Creator's reason for this update:

Fixed the tooltip. I didnt add a limit because its a pretty expensive item so you wouldnt get it too early and if you dont use it then the item is sitting there doing nothing, and if you use it often then it wont do that much damage.


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 Post subject: Re: Life's Siphon (67)
PostPosted: Tue Dec 15, 2009 8:57 am 
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But you can save damage for challenges; this could be overpowered one-hitting challenges.

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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Tue Dec 15, 2009 11:58 am 
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Perhaps implement some kind of "auto-use", if a certain damage cap is reached? (Perhaps this cap depends on the towers damage. So it could auto-trigger, if the stored damage is greate then 5x towers damage)


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 Post subject: Update to version v3!
PostPosted: Wed Dec 16, 2009 6:24 am 
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The item has been updated to version v3!

Creator's reason for this update:

Added a cap (10* tower damage including bonuses), added highlighting to the tooltip and mentioned the cap in the tooltip. Is there a way to make the ability able to target creeps and the tower? Because I could make it that if you target the tower it shows you how much damage is stored somehow.

Oh, and multishot/bouncing towers reach the cap really fast...so in a game I would generally just leave it to deal extra damage as opposed to targeting specific creeps. If you wanted to do that you would need to cap but not release the damage, and it would probably be lame unless i found a way to show the damage stored.


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Dec 16, 2009 11:19 am 
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Let me think about it. If creep has 100% hp and your tower attacks, he deals no damage and 100% of the damage are stored? So in worst case if u have only 1 Tower this items sucks off all damage and releases it in every 10th shot?

How does this item work on spelldamage towers? Storms energy generator tower has 1-1 damage displayed but deals far more through bonus magicdamage and chanlighting.

maybe change it to vis a versa. Creep full hp nothing is stored, creep low hp most percent is stored. So it might prevent overkill damage and give some kind of usefullness.

Just my thoughts!


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Dec 16, 2009 12:12 pm 
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The damage equal to the damage dealt (so it is affected by armour) but the damage cap is not affected by armour (so 10 times what you would deal to a creep with 0 armour when attacking for full damage).

Example:

If there is a tower whos damage is 100 (including bonuses) and whos attack type is chaos (or chaos's equivalent, cant remember the name, 100% damage to all types), and it attacks a creep with 1000 of its 1000 (so 100%) hp and 30% damage reduction.

The tower will deal 70 damage (70% of 100) and will store 70 damage (70% of 100). When the damage gets to 1000 (10 * 100), it will be automatically released upon the next attacked creep.


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Dec 16, 2009 1:24 pm 
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This percentage is equal to the percentage of life the attacked creep has left over.

Maybe change this then to make it clearer. When i read this i think of the following:
Creep has 1000 life, Tower 100 damage, we keep the 30% armor reduce.
so Tower deals 70 damage. Creeps life now is 930 so 93% of 70 damage are stored.
but u said on 70 damage dealt there are 70 stored. It's hard to understand for me :D maybe im simply dumb^^


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 Post subject: Re: Life ' s Siphon (67)
PostPosted: Wed Dec 16, 2009 2:14 pm 
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hmmm, yes I think it works out the percentage saved with the percentage of health that the creep has after being damaged, though that depends on when the onDamage event is run (I am assuming it is after being damaged).

So you were correct, sorry. Disregard my previous post :)


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