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Drake Whisperer by Ely

The icon is already used by 1 tower:

Drake Whisperer 

Name General Description
Drake Whisperer v15
35000i
3500
General
Element:astral
Rarity:unique
Goldcost:3500
Wave lvl:72
Ele. lvl:15

Submission
By: Ely
Date:2016-05-03 17:13:58
Status: OUTDATED
ID:1902
Last Update:2016-05-19 17:37:40
Combat
DPS:1643
Type:Elemental
Targets:0
Range:1000
Cooldown:1.9
Damage:3109 - 3138
Abil factor:0.4
Description
Unleashes mighty drakes against his enemies.

Abilities
Unleash
On attack, the Drake Whisperer has a 12.5% chance to unleash a bronze drake towards its target, dealing 1250 spell damage to a random creep in front of itself in 600 range every 0.2 seconds. Lasts 2 seconds.

Level Bonus:
+40 spell damage
+0.3% chance
Versatile
Every time this tower deals spell damage through its abilities, it increases its dps by 1.5% of the spell damage dealt. Lasts 2.5 seconds and stacks. Maximum bonus of [200 x (current wave)].

Level Bonus:
+0.04% damage
Feed the Drakes
Every 1.5 seconds, the Drake Whisperer feeds a nearby corpse to one of his drakes and unleashes it to a random target in 1000 range. If there is no target, the drake will attack on the next feeding, with a maximum of 5 fed drakes. Each corpse has a 15% chance to feed 2 drakes.

The Blue Drake deals 6000 spell damage in 125 AoE and slows by 25% for 3 seconds.
The Red Drake deals 200% of the tower ' s attack damage and stuns for 3 seconds.
The Green Drake deals 5000 spell damage and spreads Versatile ' s current dps bonus to towers in 175 range for 2.5 seconds.

Level Bonus:
+0.4% double feed chance
Blue Drake : +150 spell damage
Red Drake : +8% damage
Green Drake : +0.04 seconds duration
Specials
+15% dmg to air (+0.4%/lvl)

Status:
OUTDATED: This tower was replaced by Drake Whisperer v16

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Discussion

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 Post subject: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 11:05 am 
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This is the discussion thread for the tower update Drake Whisperer (1902).
This tower is an update to Drake Whisperer v13 (id:1900)

Creator's comments for this update:

- Initialize userInt (from Tower & Projectiles) that were previously left uninitialized.


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 Post subject: Update to version v15!
PostPosted: Thu May 19, 2016 3:37 pm 
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The tower has been updated to version v15!

Creator's reason for this update:

S2R("@blue_slow")/100 => S2R("@blue_slow")/100.0

Otherwise, if @blue_slow wasn't a real (like it is now), the engine would compute an integer division, leading to a result of 0.

That should be it for the minor hotfixes..


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 4:03 pm 
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Posts: 1640
That .userInt uninitialization could've resulted in a very long streak of drakeling attacks (or a very long streak of not that, but nothing uses .userInt for negative numbers as far as I know).


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 Post subject: Approved!
PostPosted: Thu May 19, 2016 4:03 pm 
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This tower has been approved!
It will be in the next version of YouTD!


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 4:10 pm 
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Deemzul wrote:
That .userInt uninitialization could've resulted in a very long streak of drakeling attacks (or a very long streak of not that, but nothing uses .userInt for negative numbers as far as I know).


Haha yup. I'm surprised they were always initialized to 0 in the test map.


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 6:40 pm 
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It's because they can only get the values of .userInt that the Unit[x] has had before (and first time created it is likely always 0, but not sure).

Now that I think about it, I actually dunno why we don't just set the userValues to 0 in Unit.create (or allocate). Considering that there are some 50+ values set for each Unit anyway (including 'identStr = null' that nobody uses), setting 6 more wouldn't be that horrible. It promotes bad code I guess?


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 6:44 pm 
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Deemzul wrote:
It promotes bad code I guess?


Not really. It makes for less boilerplate code in towers' scripts, and it should always be the struct's job to initialize its attributes. Imho of course.


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 8:54 pm 
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My thinking behind that comment was simply that "you get lulled to a false sense of security"; a very flimsy thinking, hence the question mark in it, but it's still correct. There have been userInt uses where even the value 0 was an issue.
The thing is, the userValues are yours and yours alone, and you're responsible for what they are; and you need to be aware of what they can be at whatever point in your code you use them (well, that goes for everything, so this point is somewhat moot).
It is not the engine that has decided that people tend to be zero-centric with their userInts; it is the content creators who have decided to rely on 0.
From this perspective, setting them to 0 in allocation would simply be a way to normalize the usage errors; might as well set them to initialize with 35256. That would actually make the usage errors painfully (usefully) apparent, since 0 has some special abilities of nulling issues and therefore can fly by undetected for ages.

For about every two towers that initialize a .userInt to be 0, there is one tower that initializes .userInt to be non-zero. Of course, when initializing it to be non-zero, it comes off more natural. Either way, it's only 'less boilerplate code' for 2 out of 3 towers that use userInt; extra 10% of set-lines in allocation for 1300 types of towers/items out of which some hundred or two or so use userValues.
Not to mention DummyUnits or Buffs, for which it's extra 10-100% sets for each allocation. For consistency, we'd extend the default values to them too of course. Actually, these are the real kickers, since DummyUnits/Buffs get created in vast numbers.
Most things only use one userInt, so setting the rest is waste.

Now that I think about it, it's fine as is.


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu May 19, 2016 11:49 pm 
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Fair points.


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Fri Jul 08, 2016 2:38 pm 
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Posts: 434
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How will it play vs. bosses?
Am I getting it right that no corpses means no damage?


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Mon Aug 01, 2016 10:57 am 
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His_Shadow wrote:
How will it play vs. bosses?
Am I getting it right that no corpses means no damage?


Just noticed your message, wups..!

It's definitely weak vs bosses, as without corpses the tower is severely hindered. There's still damage in the auto attacks and the bronze drakes, and the corpses stored from the previous wave, so you can still get a 3s stun on a boss. But yeah not the best boss-killing tower for sure.


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Tue Sep 27, 2016 2:22 pm 
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This tower dropped during a 1.09 beta playthrough, so got a bit more testing done on it.

Seems orright; might be a bit weak, but can't tell for sure yet. Versatile feels somewhat overcomplicated (dw, not asking you to change it, I'm just mentioning it). The animations are fancy!

However, I would like to see this tower turning. It looks very awkward to have the wyvern always facing the same direction as it attacks. The drakes are fine, they don't need to turn with the tower I don't think, but the main model itself really should. If you have time to update it, would be great. :)

_________________
Goldcost to waveLevel & elementLevel relationship
Incremental Testmap Stub & Tower Creation Map


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu Oct 20, 2016 2:38 pm 
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Glowackos wrote:
This tower dropped during a 1.09 beta playthrough, so got a bit more testing done on it.

Seems orright; might be a bit weak, but can't tell for sure yet. Versatile feels somewhat overcomplicated (dw, not asking you to change it, I'm just mentioning it). The animations are fancy!

However, I would like to see this tower turning. It looks very awkward to have the wyvern always facing the same direction as it attacks. The drakes are fine, they don't need to turn with the tower I don't think, but the main model itself really should. If you have time to update it, would be great. :)


Aw man I really need to check the forums more often, I keep missing new posts.

Thanks for testing it in the beta, glad it didn't break the game in the first place :D .

I'll update the tower and allow it to turn shortly. When it comes to its complexity, yeah it's a lot of text and I expect people dropping it for the first time to be somewhat confused about its purpose, but I really like it how it is :P . In a nutshell, you want it very close to your AD carries to be able to boost them via versatile+green drakeling. You don't really need to oil it, and items should be SP/SC/TC/AS.

If you have more occasions to test it and still feel that it's weak, it'd be my pleasure to give it a buff before the release of 1.09.

PS : what's a good standard rotation speed for towers allowed to face their targets ?


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 Post subject: Re: Drake Whisperer v15 (1902)
PostPosted: Thu Oct 20, 2016 4:14 pm 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1640
Turn rate of 1 is fine. Melee (as in default) units have turn rates around 0.5.


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 Post subject: Update suggested!
PostPosted: Thu Nov 17, 2016 8:30 pm 
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An update has been suggested for this tower!
The update can be found here: Drake Whisperer v16 (id:1944})

Reason for the update

* Added turn rate of 1.0


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