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Hammer Time by Ashbringer
Name General Description
Hammer Time v4
1900
UNIQUE
General
Wave lvl: 52

Submission
By: Ashbringer
Date:2018-10-20 11:27:39
Status: PENDING
ID:499
Last Update:2018-11-10 15:19:19
Description
Can you guess what time it is?

Abilities
Hammer Storm
Attacks have a 10% chance to release a hammer that spirals outward from the tower. The hammer lasts for 9 seconds and deals 200% attack damage to enemies in its path.

Status:
PENDING: This item is not yet accepted. Users comments to this item:
added direction correction added minimum spiral radius to prevent hammers spinning on the spot increased gold cost

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Discussion

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 Post subject: Hammer Time v4 (499)
PostPosted: Sat Oct 20, 2018 9:27 am 
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This is the discussion thread for the item Hammer Time (499)

Creator's comments for this item:

Just a silly idea I had, plus wanted to try make an item for once


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 Post subject: Re: Hammer Time v1 (499)
PostPosted: Sat Oct 20, 2018 12:50 pm 
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Joined: Wed Apr 29, 2015 1:33 pm
Posts: 147
Nice I like the concept! You should make it attack speed adjusted trigger chance if it isn't already (didnt check code) and mention that in the tooltip.

E: Tooltip doesn't state dmg type. Spell dmg would not be allowed here (again: didnt check the code)


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 Post subject: Re: Hammer Time v1 (499)
PostPosted: Sat Oct 20, 2018 1:56 pm 
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You generally only use attack speed adjusted chances for static effects. In this case the damage scales off the tower's damage, which is already scaled by attack speed.

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 Post subject: Re: Hammer Time v1 (499)
PostPosted: Sat Oct 20, 2018 1:57 pm 
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200% of attack damage is still attack damage - but it should maybe omit the 'of'. 'Attack damage' by convention implies tower's attack damage type.

ONATTACK_chance is 0.1, but tooltip says 5%.

Maybe use Projectile.setScale() to make the hammer fit its collision size a bit better (note: no ProjectileType setup method for scale).

The chosen impact shock effect has such a delay in its animation that it feels very disconnected from the hammer impact.

By setting angle at end of the loop and having exitwhen between it and count+1, you can save checking 8 conditions.


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 Post subject: Update to version v2!
PostPosted: Sun Oct 21, 2018 12:27 pm 
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The item has been updated to version v2!

Creator's reason for this update:

What Deemzul said


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 Post subject: Re: Hammer Time v2 (499)
PostPosted: Tue Oct 23, 2018 12:31 pm 
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Funny item, I tried it a little bit. I think it's pretty cool. Some thoughts:
- I like that it's stronger when the tower is built at the start (since it goes in all directions)
- You basically never hit your main target, ever, even on rather slow targets. I think this will be extremely frustrating because it's a dead item on bosses and sometimes even on normal waves if you don't stun stuff. Maybe there is a way to turn the starting coordinates slightly in front of the attacked creep (and depending on its current movespeed) so there's a high chance it will get hit?
- The item seems too strong for its cost. When the tower is surrounded by creeps you can easily hit with 3-4 hammers e.g. on mass waves when they go out and return, doing 2000%+ attack damage on such waves (since the effect is aoe too). Compare to Chameleon Glaive (50% chance for 100% dmg, capped at 200% trigger) to this potentially doing several thousand % on a proc at 1/10 the chance with uncapped trigger scaling. On a 200% trigger tower I was +/- doubling my dps on mass waves through Hammer Time, that's in the test map without slows at all.

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 Post subject: Re: Hammer Time v2 (499)
PostPosted: Wed Oct 24, 2018 3:38 pm 
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It's not meant to be accurate. But I'm not happy with the item so I've been messing around with different projectiles:
    -Multiple curving hammers that don't return
    -A single hammer that spawns from the creep and circles the tower
    -A single hammer flies from the tower and circles the tower at the tower's attack range
    -A single hammer that spirals outward from the tower

I want to try a spiraling hammer but haven't been able to figure out a formula for it yet.

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 Post subject: Re: Hammer Time v2 (499)
PostPosted: Wed Oct 24, 2018 7:24 pm 
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I also tried spirals and can't really get them to work in the way I wanted. I used the Ancient Energy Converter code for that, but the spiral pattern seems directly correlated to the projectile speed and lifetime. I think the idea about a single hammer circling the tower at its range sounds pretty awesome too, would probably make the item quite niche but really useful in certain circumstances.

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 Post subject: Update to version v3!
PostPosted: Sun Oct 28, 2018 8:08 am 
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The item has been updated to version v3!

Creator's reason for this update:

Now launches a single spiraling projectile at a higher % chance


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 Post subject: Update to version v4!
PostPosted: Sat Nov 10, 2018 2:19 pm 
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The item has been updated to version v4!

Creator's reason for this update:

added direction correction
added minimum spiral radius to prevent hammers spinning on the spot
increased gold cost


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 Post subject: Re: Hammer Time v4 (499)
PostPosted: Mon Nov 12, 2018 9:59 am 
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Joined: Sun Nov 25, 2012 8:30 am
Posts: 46
HAMMERDIN
TIME


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