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Magma Spawn tweaks [$61 awarded] #1054
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Should cracked earth be useable even if there are no targets? So like just leave a bunch of traps if it's upgraded |
Definitely. It's like that atm.
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What should Molten Hurl do if there's no next creature? Just go to the edge of the map? |
Hmm, good question. Will need to think about it a bit, a lot of variables into play: Magma Spawn has low movement stat, units tend to leave drops (if enabled and dead), Molten Hurl requires enemy target and upgrades tend to impose new outcomes, which I try hard to not have them backfire as much as possible. |
Alright, I think this is the best logic for the ability: since Molten Hurl can't be used without a foe target inline, it shouldn't proceed to the edge of the map either, it only triggers again on kill if there is another inline foe. |
Refactor team enums Fix Bunny Hop (#1055)
Molten Hurl doesn't seem to continue when killing target. I've set the ability upgrades to enabled btw.
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Did a bit of testing and as far as I can tell, there seems to be a bug with Pulverizing Hit's upgrade, which doubles all the previous accumulated stacks. The ability should only gain 2 stacks instead of 1 each time it hits the unit it previously did with Pulverizing Hit. You can see here a huge damage leap from 19 to 37 or so:
Started this one with Upgrades: Enabled btw. |
Over here it even doubled damage from 26 to 52, there's something fishy going on... (upgrades enabled).
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So in a scenario with upgrades enabled, Magma Spawn would hit Uncle Fungus with Pulverizing Hit for 10 damage (gaining a stack), second time it would do 13 damage (original 10 + the first stack, while gaining two other stacks this time), third time it would do about 19 damage or so (original 10 + 9 from the 3 stacks, while also gaining 2 more stacks for the next hit). But how it's coded right now, it's like 10 damage, while the second hit is 20, third hit being 27 (stats interfering a bit...). Though the initial 3 burn damage, since it's done on the first hit, could technically considered first stack. |
So does "stack" mean number of times it's used? Why would the second hit do 13 damage instead of 16, because it's 7 + 3*3 because first time is one stack, second it's two more stacks because it is hitting the same target? |
also, do the stacks reset once it attacks a different target? Is this separate from the number of times the ability is used in total? Are the stacks per-creature, as in if it attacks one target, switches to a second, then goes back to the first, does it keep the bonus damage from the stacks gained from attacking the first target? |
The stacks never reset. The stacks could be granted even if the ability is blocked, like vs Dark Priests. When upgraded, you get a bonus stack when you attack the same unit with the ability in a row: so first hit will give you 1 stack, second hit will give you 2 stacks, third hit will give you 2 stacks as well and so on. If you change unit, only from the second hit you will grant that extra stack. If you go back to the previously hit unit, you need to hit it twice in a row again. Existing stacks are kept when switching between units, but in order to get a better boost, Magma Spawn should focus on the same unit to get that extra stack on hit. |
Stack is not always the number of times used. The first 3 burn damage the ability has could be considered a stack. Also, the upgrade creates a mini-game where you have to focus the same unit to "farm" stacks faster. The first hit does 10 damage and grants you a stack, which is 3 bonus burn damage, so the second hit would be using that 3 damage as well, doing 13. If the ability is upgraded and the hit done on same target, it would grant you not one but two more stacks, meaning the next hit (third) would do 19 damage (10 initial and 3 stacks of 3 damage), but if it's done on new target, you would only get one new stack instead of two. |
@cxong I'm guessing you also amplified the current hit damage by adding those stacks instantly. |
are stacks shared among all magma spawns? like in a 2v2 game |
They're individual, like practicing out :D Stacks are like a self unit buff basically. This is why the first one could be considered a stack, as in next version we'll have the buff interface fixed (revamped actually), so the first thing for Magma Spawn over there could be a Pulverizing Hit buff being displayed. |
Upgraded Cracked Earth should also leave a trap under Magma Spawn's first hexagon towards the direction being used and Molten Hurl should destroy any traps under as well. This way Magma Spawn can be way more efficient against Impaler's Poisonous Vine ability and others similar to it. |
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Seems you're applying the Pulverizing Hit bonus damage stacks per unit, instead of summing them up. |
Received an error, game got stuck :/
I managed to get the log this time:
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Seems to work fine now, well done! |
This one basically remains the same. It won't hurt Magma Spawns or flying/hovering units that won't stop over them.
I've added an upgrade that enables the traps to last indefinitely until triggered or destroyed.
I've tweaked the damage a little for this one. The burn bonus damage stack will be added after the strike.
The upgrade will cause a debuff "mark" on the last hit target only, so that each time striking it with Pulverizing Hit again, you get double burn damage buff. So ideally, you wouldn't change target unless it's dead.
This one remains the same basically.
The upgrade will cause hot lava traps from Boiling Point ability to appear in any of the 8 targeted hexagons that didn't hit anything. So even if an unit dies in the target area because of this ability, it won't leave traps where the unit was. The traps generated will behave the same way as the ones from Boiling Point, so if Boiling Point ability is upgraded, the traps will remain there until activated or destroyed.
This will destroy any traps, including own, even from under the location it starts. Magma Spawn could be moved first in order to avoid eliminating the traps from the passive. The regular version of the ability shouldn't display dashed hexagons after the possible target(s).
The upgrade will cause it to keep moving & hitting more inline units every time the last target died. The upgrade should add dashed hexagons inline, indicating this possibility.
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