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Spell: Life Bond - ARCHIVED

Posted: Wed Feb 25, 2015 5:33 pm
by ollie444
Every unit under this spell is subject to the following rules:

- Damage on one unit is shared between the group

- Say there's a unit A with 12 max health and a B one with 48. If A is hit with 5 damage, this is divided over the total health of everyone with the effect on. So 5/(12 + 48), which is 1/12. So A loses 1/12 of his total health (1), and so does B (4).

- The equation looks like this: Damage inflicted on each unit = (((damage inflicted)/(A's max health + B's max health + C's max health...)) * unit's total health)

- Lasts 5 turns

The spell is made by a elf mage or healer, range is 5 and has no recharge time

Good idea? Bad idea? Tell me

Re: Spell: Life Bond

Posted: Sun Mar 22, 2015 2:37 pm
by ollie444
I SAID TELL ME!

Re: Spell: Life Bond

Posted: Sun Mar 22, 2015 8:37 pm
by patroid
Hi
As i understood it its a bit complicated,
But its ok maybe as a upgrade tech!!

Patroid

Re: Spell: Life Bond

Posted: Thu Sep 07, 2017 2:38 pm
by Alexander82
I think it is too complicated to implement. I think we can archive that.

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 3:21 pm
by Stratego (dev)
It reminds me the mtg en-kor uunits that can share damage

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 3:36 pm
by Alexander82
I see. I tought you didn't want effects that was related to unit stats. If you changed your mind there's a lot we might do :twisted:

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 8:21 pm
by Stratego (dev)
what do u mean i dont like techs on unit stats?

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 9:42 pm
by Sunrise Samurai
He means effects that require variables based on stats.

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 10:16 pm
by Alexander82
This proposal is based on hp...

Re: Spell: Life Bond - ARCHIVED

Posted: Thu Sep 07, 2017 10:55 pm
by Sunrise Samurai
It's based on hp, plus the number of affected units, plus damage taken. Assuming it doesn't bug and try to split the damages caused by itself among units further out, it's still complicated and has many variables. It would be hard for the user to predict the effects, harder still for the attacker, and probably crash the game when area damage has units trying to share damage they are already taking at the same time.

Re: Spell: Life Bond - ARCHIVED

Posted: Fri Sep 08, 2017 5:02 am
by Stratego (dev)
i see, but no, this is not a "stat changer" effect, this must be an individual coded special effect, to calculate splitted damage on some units.

so no: it is not effects that i dont like (actually i like them but that also needs coding)
and yes: it is a special thing with coding need