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Elunes Bow by cedi
Name General Description
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Elunes Bow v6
1000
UNIQUE
General
Wave lvl: 36

Submission
By: cedi
Date:2009-11-23 21:12:21
Status:
IN THE MAP beta v0.6
ID:64
Last Update:2015-02-27 13:56:07
Description
The goddess gave this to the mighty priestess named Tirande with the order: " Crush the enemies! "

Abilities
Elunes Grace
Damage dealt to the main target of each attack cannot be reduced below the tower ' s base damage.


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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Fri Dec 20, 2013 3:04 pm 
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Joined: Sat Aug 06, 2011 8:13 am
Posts: 124
one of the most overrated items... it is only useful in a quite a little situations (Sif, Xarmor)

a few suggestions to be balanced:
-dramatically goldcost reduction
-total(base+bonus) pure dmg
-penetration - like burrow and zealot ability


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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Fri Dec 20, 2013 6:48 pm 
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Joined: Wed Sep 28, 2011 9:06 am
Posts: 1050
Convert attack to line damage would be great too!


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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Sat Dec 28, 2013 5:23 pm 
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I'll rework this item sometimes. I'll at least change the damage to base+green numbers.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Mon Nov 24, 2014 9:37 am 
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Joined: Wed Dec 25, 2013 4:53 pm
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Yep, either to set its goldcost to about 200 or to turn base dmg into overall indicated dmg.


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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Fri Feb 06, 2015 3:14 am 
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Joined: Thu Jan 29, 2015 1:44 pm
Posts: 80
i just learned that crits are handled after ondamage events

you should be able to crit this dmg
Image

the only thing it wont affect is dmg add and dmg add %. which means alot for some towers. if your carry doesnt rely much on those 2 numbers you should be fine

i dont know how this handle Ghost waves. i heard that 0 dmg wont trigger ondmg.


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 Post subject: Re: Elunes Bow v5 (64)
PostPosted: Fri Feb 06, 2015 4:21 am 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1886
Quote:
i heard that 0 dmg wont trigger ondmg.
You heard wrong. If you are referring to what I said about Phase Gloves, that was a specific case due to Phase Gloves requiring the event damage to be above 0 to deal any damage; that doesn't mean that the Phase Gloves onDamage code doesn't run regardless (and it does). I was then also assuming a closed environment of Ghost and Phase Gloves.

Race modifiers + Damage taken modifiers -> onDamaged -> onDamage -> Crit
This is the order of things. Therefore, this item should be bypassing Ghost ability. Depending on the order of item acquirement, other Event.damage dependent items should also work (not sure about this, would take effort to check). This item might bypass many towers' onDamage 'set Event.damage = 0' thingys, but I forget if this was the case.


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 Post subject: Update to version v6!
PostPosted: Fri Feb 27, 2015 12:56 pm 
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Posts: 1886
The item has been updated to version v6!

Creator's reason for this update:

Decreased gold cost by 1750.


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 Post subject: Re: Elunes Bow v6 (64)
PostPosted: Sun Apr 10, 2016 9:45 pm 
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This item has a potential issue with towers that set their damage to zero. The best example for this is the helicopter zone, which in my latest game dealt an additional 300k dps (with a base damage of 5k) due to this effect.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
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 Post subject: Re: Elunes Bow v6 (64)
PostPosted: Mon Apr 11, 2016 6:27 am 
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That's obviously just a feature.

Although, could be good to have some setup methods for disabling onAttack and onDamage events for towers that aren't meant to attack with the main attack (that is, they just want to display the damage) or aren't meant to deal attack damage.


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 Post subject: Re: Elunes Bow v6 (64)
PostPosted: Mon Apr 11, 2016 12:45 pm 
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I don't think it's much of a problem with any towers besides the Helicopter zone and possibly the Nuke Launcher.
As for the helicopter zone, I'd advise decreasing the attackspeed somewhat or maybe cancelling out any attackspeed bonus, as I reached an attackspeed of 0.07. This in combination with the tower's attackdamage made this items effect quiet obvious, as enemies just started to melt away once they entered the attack range without a single copter attacking and there were a TON of crit messages.

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[23:05] <mOck> cedi logic is basically
[23:05] <mOck> fuck the police
Image


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 Post subject: Re: Elunes Bow v6 (64)
PostPosted: Mon Apr 11, 2016 1:39 pm 
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Yeah feels like this item should have an Event.damage = 0 check before reverting damage.

Though at the same time this item is already quite terrible and this exploit is one of the few cases where it actually has an impact.

Might be worth revoking altogether..

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


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 Post subject: Re: Elunes Bow v6 (64)
PostPosted: Mon Apr 11, 2016 4:34 pm 
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Joined: Sat Jan 16, 2010 2:35 am
Posts: 1886
Or... improve the engine to allow towers to be created more as intended. Copterz are innocent - merely one to stand out enough to illustrate the issue. There are other things like the exp onAttack item. Also Chameleon Glaive works.


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