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Grand Crusader by Ashbringer

The icon is already used by 2 towers:

Uther Lightbringer  Holy Paladin 

Name General Description
Grand Crusader v5
36000i
3600
General
Element:astral
Rarity:unique
Goldcost:3600
Wave lvl:73
Ele. lvl:15

Submission
By: Ashbringer
Date:2018-10-17 21:28:47
Status: PENDING
ID:1980
Last Update:2018-11-08 00:25:26
Combat
DPS:2483
Type:Physical
Targets:0
Range:900
Cooldown:3
Damage:7451 - 7451
Abil factor:0.5

Magic
Mana: 100
Regeneration:0/s
Description
Somewhat of a hammer enthusiast.

Abilities
Blessed Hammer
This tower attacks with hammers which spiral outward. The hammers deal 100% attack damage to enemies in their path and last for 12 seconds. The hammers also have an additionally secondary effect based on Elemental Alignment.
Fervor
This tower gains 50% increased effect from attack speed bonuses.
Elemental Alignment
The secondary effect and the damage type dealt by Blessed Hammers depends on which element the majority of your towers within 600 range belong to. In cases of equal quantities, the higher in this list takes priority:

Astral: Magic damage. Essence damage against magic immune.
Darkness: Decay damage.
Nature: Essence damage.
Fire: Elemental damage.
Ice: Elemental damage.
Storm: Energy damage.
Iron: Physical damage.

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

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Discussion

Page 1 of 1 [ 15 posts ] 
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 Post subject: Grand Crusader v5 (1980)
PostPosted: Wed Oct 17, 2018 7:28 pm 
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Posts: 355
This is the discussion thread for the tower Highlord (1980)

Creator's comments for this tower:

Turning Chaos Lord tower into an astral version


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 Post subject: Update to version v2!
PostPosted: Thu Oct 18, 2018 6:18 pm 
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The tower has been updated to version v2!

Creator's reason for this update:

Tower model
Ability models
Tooltips
No more essence damage


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 Post subject: Update to version v3!
PostPosted: Thu Oct 18, 2018 6:20 pm 
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The tower has been updated to version v3!

Creator's reason for this update:

Tooltip typo


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 Post subject: Update to version v4!
PostPosted: Sun Oct 21, 2018 1:23 pm 
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The tower has been updated to version v4!

Creator's reason for this update:

Tooltip updates


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 Post subject: Re: Highlord v4 (1980)
PostPosted: Wed Oct 24, 2018 7:20 pm 
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Posts: 81
What a transformation! :p
I still like the concept, as I wrote on the darkness version already. Anyway I think it's going to be too strong, it's essentially just a strictly better version of Nortrom that doesn't even require mana oils. Heavy AoE and no real downside on bosses since Judgement + Holy Avenger seem like they will hit them 100% of the time. How about adding an autocast + mana cost to Holy Avenger to make the Crusade / Atonement a little more interesting and allow mana oils to be useful? Or tuning down some of the AoE (level scaling in particular seems obscene). Also, idk how slow the projectile for Judgment is going to be, but perhaps it could be slowly sped up as it travels to make sure it will hit something?

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 Post subject: Re: Highlord v4 (1980)
PostPosted: Wed Oct 24, 2018 7:39 pm 
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Judgement does accelerate toward the target. The only time it doesn't deal damage is if the target dies and it reaches where the target died without colliding with anything else on the way. The dps of this ability can easily be calculated and has been taken into account.

I don't like the idea of making mana oils useful because to be honest, it's far too easy to double a tower's mana. Which can lead to some funky things like having to wait for 40 attacks before the ability switches over, that can be a long time without AoE and dealing less damage. As far as dps of these abilities is concerned, they nearly cancel each other out if you ignore the AoE aspect (150% damage vs 70% damage for equal number of attacks). The AoE aspect has less of a penalty to abil factor due to the fact that it is A) AoE, only really useful for stacked enemies and B) unreliable, only up 50% of the time and possibly not up when you need it.

Holy Avenger hits hard because it cannot be scaled with attack speed and is entirely random.

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 Post subject: Re: Highlord v4 (1980)
PostPosted: Wed Oct 24, 2018 7:43 pm 
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What about:

Demote Chaos Lord into rare and scrap this tower. These abilities were made with those infernal effects in mind and it wouldn't hurt darkness to have something to compete with crypt.

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 Post subject: Re: Highlord v4 (1980)
PostPosted: Wed Oct 24, 2018 8:42 pm 
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My mana suggestion was more intended like this: Keep the +5% / -5% per hit and make the spell a fixed cost that becomes relatively less costly to use the more mana the tower has. But that's a big change and I see why you wouldn't want to do it. Making another rare carry is also a great idea, I would generally suggest to keep working on more rare towers anyway, as that's typically the slot that defines an element the most. In that case I would say reduce the trigger scaling and emphasize the rest of the abilities a little bit more if you want to provide a real alternative to crypt. But then there's also Hell Bat that will hopefully see a big buff, too. Astral has almost no physical carries.

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 Post subject: Update to version v5!
PostPosted: Wed Nov 07, 2018 11:25 pm 
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The tower has been updated to version v5!

Creator's reason for this update:

redesign


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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Wed Nov 07, 2018 11:35 pm 
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There's an additional tooltip per element which appears on the tower when the tower switches to that element. Currently, the code which counts towers is disabled. Instead I've been testing the different elements by using a testing command that alters the tower's userInt3.

These are the effects of each element:
Astral: Damage of a hammer increases with each enemy hit.
Darkness: Damage increases based on enemy life.
Fire: Hammers have a chance to explode.
Storm: Hammers occasionally deal damage to enemies between the hammer and the tower.
Iron: Hammers have a chance to spawn a new hammer centered on the enemy.

Nature and Ice have no effects yet. Any suggestions?

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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Thu Nov 08, 2018 10:44 am 
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Nature: 20% chance to corrode enemy armor. Something like -50% for 1 second.

Ice: Hammers slow targets by 100% for 0.5 seconds. This is not freeze and can be negated by creep speed bonuses.


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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Fri Nov 09, 2018 12:17 am 
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speed cant actually go below a certain threshold in youtd iirc, so 100% slow is fake news

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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Fri Nov 09, 2018 5:00 am 
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Creeps can have bonus movement speed, like +100%, where -100% will drop them back to their base movement speed.


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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Sun Nov 11, 2018 1:30 pm 
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Hammerdin tower, lol?


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 Post subject: Re: Grand Crusader v5 (1980)
PostPosted: Mon Nov 12, 2018 7:52 am 
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NecktieSuicide wrote:
Hammerdin tower, lol?


Exactly my thought as well, did OP play diablo 2 by any chance?


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