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Glaive Master by Ashbringer

The icon is already used by 1 tower:

Small Glaive Thrower 

Name General Description
Glaive Master v5
36000i
3600
General
Element:iron
Rarity:unique
Goldcost:3600
Wave lvl:73
Ele. lvl:15

Submission
By: Ashbringer
Date:2017-10-16 22:35:33
Status: PENDING
ID:1959
Last Update:2017-10-21 19:43:53
Combat
DPS:1325
Type:Physical
Targets:0
Range:1000
Cooldown:1.4
Damage:1855 - 1855
Abil factor:0.5
Description
Eviscerate them all, make them bleed.

Abilities
Bounder
Attacks have a 15% chance to throw a glaive at one of your Glaivesaws. The glaive will bounce to another Glaivesaw, dealing 250% of attack damage as Lacerate damage to enemies it passes through.

Level Bonus:
+0.6% chance
+6% damage
Glaive Storm
Hits have a 5% chance to throw an additional glaive at the target, dealing 50% of attack damage as Lacerate damage before returning to the tower. When the glaive returns, it bounces to a new random target within attack range. Maximum of 20 hits.

Level Bonus:
+0.2% chance
+2% damage
Lacerate
This tower ' s attacks and abilities deal Lacerate damage. 50% of Lacerate damage is dealt immediately as Physical damage. 100% of the remaining damage is dealt as Decay damage over 5 seconds. If this effect is reapplied, any remaining damage will be added to the new duration. Damage over time is based on the target ' s movement speed, with faster movement increasing the damage dealt.

Level Bonus:
+1% damage over time
Glaivesaw
Create a Glaivesaw at the target location. Glaivesaws deal 50% of attack damage as Lacerate damage to enemies within 150 range per second. Limit 3.

Level Bonus:
+1% damage
Specials
Bounce attack:
2 targets

Status:
PENDING: This tower is not yet accepted. Users comments to this tower:
Fixed typo

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Discussion

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 Post subject: Glaive Master v5 (1959)
PostPosted: Mon Oct 16, 2017 8:35 pm 
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This is the discussion thread for the tower Spinning Blade Enthusiast (1959)

Creator's comments for this tower:

Iron attack carry concept.


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 Post subject: Update to version v2!
PostPosted: Thu Oct 19, 2017 7:46 pm 
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The tower has been updated to version v2!

Creator's reason for this update:

Fleshed out abilities. Still heavily a work in progress.

How can I make a projectile damage enemies in a line without a periodic event that iterates?

Yes, the model is terrible. No idea what to do with that so ANY suggestions welcome.


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 Post subject: Update to version v3!
PostPosted: Fri Oct 20, 2017 7:26 pm 
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Posts: 142
The tower has been updated to version v3!

Creator's reason for this update:

Changed name
New model
Refined animations
Renamed machinations
All abilities are functioning


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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Fri Oct 20, 2017 7:29 pm 
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I can't tell if this tower is critting or not with the Lacerate ability overriding all damage. I don't see any red numbers pop up. Am I using calcAttackCrit function(s) correctly?

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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 6:18 am 
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Well, I'm seeing red numbers pop up on creeps, as triggered damage does. Since Event.damage is set to 0, the tower itself won't show any crits.
Have you noticed the test commands?
'-mod 20 1' adds 100% crit chance to selected tower.

Noticed that Bounder doesn't check if the Glaivesaw that it's being throw to exists, resulting it to be thrown at indeterminate coords. Happens if you don't cast Glaivesaw.


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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 7:14 am 
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Yep, tried that. I don't see any red numbers. I can see spell crits though. Maybe my test stub is bugged?

Edit: I'm pretty sure crits aren't even triggering at all, not just that the red numbers aren't showing. I tested with increasing amounts of crit %, crit damage and multicrit values and a level 10 boss always had around 90% health left.

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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 11:06 am 
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Testmap_stub is always suspect - which is my fault. If I recall correctly, I made you download one from my dropbox.

Nothing wrong with the testmap_stub, per se, but... Open the testmap_stub in your editor, go to API - Not Matched > Playor
Change the sixth line from
boolean showCrits = false
to
boolean showCrits = true
I don't know why I made it false when I added it into the testmap. If this doesn't fix the issue, then I dunno -- dunno why showCrits being false would still show spell crit. Here's the link again in that case.


I now took a moment to understand what you're trying to accomplish with the calcAttackCrit, ie. pass on the attack's criticalness forwards --- but it doesn't use multicrit, and it also doesn't guarantee crit even with 100% bonus chance (adheres to 80% cap, and an attack can be critical with less than 0 crit chance with some abilities).
This is why your crits aren't really doing much with increased multicrit, or even with decent amounts of crit damage. Add ~50000x crit damage, and you should notice them crits occurring.

You should probably just negate the onDamage damage to begin with and then calculate the damage from scratch using getCurrentAttackDamageWithBonus and calcAttackMulticrit. This will stop the damage from double dipping into race/size mods (which get applied before onDamage events), but it will also negate some onAttack crit thingies (like the rare item Granite Hammer).
This would obsolete checking for if event damage is critical.

call ashbringer_lacerate_damage(tower, target, tower.getCurrentAttackDamageWithBonus(), tower.calcAttackMultiCrit(0,0,0))


For the damage-over-time, you can use tower.doCustomAttackDamage(u,damage_tick,1.0,AttackType.DECAY), rather than doing reduction manips.


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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 11:40 am 
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Thanks!

The intention of the crit stuff was to avoid the damage over time double dipping on attack crits. Probably doesn't matter now that I made the onDamage not use the event damage as you suggested but I'll keep it since I want follow through to call Lacerate with a guaranteed crit.

Does that mean calcAttackCritNoBonus() ignores multicrit? If so, I need to update my other towers.

How can I make an ability do guaranteed crit damage? Just use crit damage * multicrit as a multiplier?

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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 2:05 pm 
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Yep, calcAttackMulticrit is the only method that does multicrit (I recently™ updated a bunch of towers to use calcAttackMulticrit for this reason). Considered just changing all the crit functions be calcAttackMulticrit in the full map, but didn't do that for whatever reason I can't remember now - hence calcAttackCrit and calcAttackCritNoBonus are obsolete methods.

calcAttackMulticrit and the others simply return a real that's either 1 (no crit) or e.g. 1.5 for 1.5x crit damage. Further down handling anything above 1 is considered critical (even though crit functions can return a number below 1, it just doesn't get recognized as a crit).
You can read the testmap's methods for details on what any method does, sans latest updates because the testmap is hugely neglected.

Guaranteed crit with full multicrit sounds just a bit dangerous, or at least a very defining factor, because that makes multicrit viable for scaling. Just saying that I think a tower should be built around it rather than it be a minor part of some other concept.

To add a single guaranteed crit (which satisfies the notion of being critical) you'd pass on '.getProp_AtkCritDamage() + .calcAttackMulticrit(0,0,-1)' as the critModifier to doAttackDamage.


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 Post subject: Re: Glaive Master v3 (1959)
PostPosted: Sat Oct 21, 2017 3:28 pm 
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You're right, crit doesn't really fit into the theme of this tower. I will replace the ability with something more fitting.

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 Post subject: Update to version v4!
PostPosted: Sat Oct 21, 2017 5:34 pm 
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The tower has been updated to version v4!

Creator's reason for this update:

Replaced Follow Through with Glaivestorm
Refined model and ability animations
onDamage -> Lacerate no longer uses event damage


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 Post subject: Update to version v5!
PostPosted: Sat Oct 21, 2017 5:43 pm 
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The tower has been updated to version v5!

Creator's reason for this update:

Fixed typo


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