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SiegeTank

Terrapin Changes

Jul 31st, 2014
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  1. (sorry had to write it down before i forget)
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  4. Terrapin suggestion:
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  6. Castle movement = 1 on level 0 (since level 0 has castle movement 2 but the rest have 1)
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  8. level 0 normal form 20 hp(no change here)
  9. Change: Level 0 shell form 25 HP (so the increase is 25% in hp in all forms)
  10. Change: Level 1 shell form all terrain defences -10% (30% on flat this way) (copy paste normal form defences and subtract 10 then)
  11. Change Level 0 shell resistances: Arcane: 25% , Blade 45% , Cold 40%, Fire 40%, Impact 45%, Pierce 45%
  12.  
  13. (64 effective Hp vs Blade/Pierce/Impact compared to golem 95) so almost as good as golem in terms of Hp but costs 9 gold compared to 22)
  14. 2 of them (still 4 gold cheaper than golem have 130 effective Hp so if you spend same gold you get around 160 effective hit points)
  15. In battle if you decide to attack them instead of the enemy Khton damage dealers you are going to lose badly so you have to ignore them unless they are alone. Arcane(47 EHP) is somewhat more effective like against all khtons.
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  17. Level 1 normal form 32 hp(no change here)
  18. Change: Level 1 shell form 40 hp
  19. Change: Level 1 shell form all terrain defences -10% (30% on flat this way)
  20. Change: Level 1 shell form resistances: Arcane: 30% , Blade 50% , Cold 40%, Fire 40%, Impact 50%, Pierce 50%
  21. (114 EHP vs Blade, compared to 174 (which is at the moment) and 95EHP vs Cold/Fire compared to 114(at the moment)
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  24. Level 2 normal form 42 hp(no change here)
  25. Change: Level 2 shell form 52.5
  26. Change: Level 2 shell form all terrain defences -10% (same as previous version)
  27. Change: Level 2 shell form resistances: Arcane: 30% , Blade 55% , Cold 40%, Fire 40%, Impact 55%, Pierce 55%
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  29. Level 3 normal form 57 hp(no change here)
  30. Change: Level 3 shell form 71 hp
  31. Change: Level 3 shell form all terrain defences -10%
  32. (compared to his ordinary form so: 30% frozen, 40% castle, 30% sand, 40% forest, 30% flat, 40% hills, 40% Mountains, 0% Unwalkable, 40% Swamp, 40% Cave, 40% village, 30% Deep Water, 40% Shallow Water, 50% Costal Reef, 80% Impassable, 30% Mushroom Grove)
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  34. Change: Level 3 shell form resistances: Arcane: 30% , Blade 60% , Cold 40%, Fire 40%, Impact 60%, Pierce 60%
  35. (253 EHP vs blade)
  36. Change: Level 2 to level 3 EXP 80 (a bit more balanced most level 2-3 unit advances take from 70 to 120 Exp)
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  38. The scaling mechanism is Arcane 30%, Cold 40%, Fire 40% stay the same throughout. Blade 45%, Impact 45%, Pierce 45% scale by 5% per level. The Idea behind it, terrapin is very effective and blocking certain position and holding it, with his regeneration he can be real pain in the ass to deal with in shell form and can at any time change to normal form and deal some serious damage (10-11x4 15x3) I left the Magic resist a bit lower to let them be at least somewhat killable (although arcane damage will yield the best results) The increase in HP in shell form means that people need to "charge" them before using them in battle to achieve best effectiveness from those units.
  39. They are slow(as you pointed out 3 movement on grass but ok in water) to compensate for their huge resistances)
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