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Leifer

This is a discussion on Leifer within the Great Units forums, part of the Create-A-Unit category; This unit does not obey standard rules of recovery. LEIFER "Years trained from the state of young boys, Leifers never ...

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Old 10-05-2006, 03:58 AM   #1 (permalink)
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Leifer

This unit does not obey standard rules of recovery.

LEIFER
"Years trained from the state of young boys, Leifers never stop to rest. While other warriors stop to catch their breath a Leifer trudges on no matter the hardship with their spiked leif in hand. A Leifer is said to act so quickly and impulsively that they themselves can be their own greatest enemy as their weapons aren't able to keep up with them."

Which statistics do you think looks best, they're both the same but they're displayed differently?

STATISTICS Version 1
HP: 42
Power: 20; 15; 10
Armor: 10
Recovery: 2
Range: 3; 2; 1
Movement: 4; 3; 2
Movement Damage per Square(MDS): 0; 3; 6
Blocking: 42%

Statistics in White are if the Leifer has 0 Recovery
Statistics in Blue are if the Leifer has 1 Recovery
Statistics in Yellow are if the Leifer has 2 Recovery
Statistics continue in a similar fashion if the Recovery > 2

STATISTICS Version A
HP: 42
Power: 20 - 5(Recovery)
Armor: 10
Recovery: 2
Range: 3 - Recovery
Movement: 4 - Recovery
Movement Damage per Square(MDS): 3(Recovery)
Blocking: 42%

INFORMATION
This is my "0" recovery unit.
The attack is blockable and uses LOS

Simply put it will get weaker when it's recovering but it will always be able to receive actions. The MDS is the amount of damage the Leifer takes per square it moves when it has recovery. If it has 1 recovery it takes 3 damage for each square it moves, and if it has 2 recovery it takes 6 damage for every square it moves. Note however that attacking suffers no penalty to the Leifer in any situation (except for it being weaker) so it is to your advantage to think before you move . It can kill a pyro/witch in 2 straight attacks but seriously what can't, and then if the mages are healed in between it can't kill them.

I think I worked most of the kinks out but I'm sure I'm not explaining everything that well so what do you think?

---

The MDS is in place to weaken it in one-on-one encounter where the Leifer could just attack and then run away continiously before the other unit recovered. I also failed to relate it to the actual unit itself. The name Leifer... I made up. The leif that the Leifer uses I would best describe as being a spiked mace on a chain (couldn't remember that word "mace" for the life of me when I was thinking of a name) so I'm just like "hey I'll just make up a word," and I got "leif." The deal with the MDS is first the leifer attacks, but he has to wind up the leif after the attack (which takes 2 turns) so if it attacks before it's completely wound up then it won't hit for as much damage, but also if the Leifer chooses to move while he's winding up the leif he'll become clumsly and hurt himself with the spikes.
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Old 10-05-2006, 04:20 AM   #2 (permalink)
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I don't really have the time or mental stamina to give this a proper once-over yet, but I noticed a couple of minor things:

if the Leifer attack/attack/attack/attack/attacks without moving, it deals 20/15/15/15 damage, as the last point of recovery it inflicted on itself wears off as the next turn of recovery is inflicted. Not that it's hella important, but that's a lot of relative damage efficiency assuming you can get it in a position to not move.

Second, if a Leifer move/attack, move/attacks, it can move 1, but it can't attack, as it's range is 0. I don't know how much you care.

I'll get back to you on this.
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Old 10-05-2006, 05:43 AM   #3 (permalink)
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Quote:
Originally Posted by Essence View Post
if the Leifer attack/attack/attack/attack/attacks without moving, it deals 20/15/15/15 damage, as the last point of recovery it inflicted on itself wears off as the next turn of recovery is inflicted. Not that it's hella important, but that's a lot of relative damage efficiency assuming you can get it in a position to not move.
That's not exactly the way it works. It starts with 0 recovery and if it moves and attacks it will have 2 recovery. Now with the 2 recovery it has 10 power, 2 movement, and a range of 1, not to mention the 6 MDS. If it then attacks with it's 10 power, at the end of that turn it will have 1 recovery. Now with 1 recovery it has 15 power, 3 movement, range of 2, and 3 MDS. If it then attacks with its 15 power at the end of that turn it will be fully recovered and back to its regular statistics, so it's more like 20/10/15 damage. The only attack that cause recovery is the one where it's at 0 recovery.

Quote:
Originally Posted by Essence
Second, if a Leifer move/attack, move/attacks, it can move 1, but it can't attack, as it's range is 0. I don't know how much you care.
I'm not sure what you meant exactly about the "move/attack, move/attack" thing but for the Leifer to have a range of 0 it would have to currently have 3 recovery which is only possible through the use of a berzerker; in that case the Leifer would be attacking itself for 5 damage if it choose to attack.

Quote:
Originally Posted by Essence
I'll get back to you on this.
Thx

I would say this ability to attack continously would be best used in endgame when you have less units, I mean if your going against a big rush can you really afford to only do 10 or 15 damage to one unit in a turn?
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Old 10-05-2006, 05:32 PM   #4 (permalink)
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Can the damage go down to 0 if it has too much recovery?
Interesting idea though, I say don't call it recovery though because it would confused noobs. I say program something else into the game entirely, I would call it Strain but that is just me.
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Old 10-05-2006, 07:46 PM   #5 (permalink)
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its a good idea, and i like it overall, but my only concern with it is that it would become too weak if the continuous attacking strategy is used, because then it does virtually no damage, and it would get killed pretty easily
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Old 10-05-2006, 07:56 PM   #6 (permalink)
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what essence is saying is if you attack, then attack without moving, it does 15 damage each turn, every turn since the recovery is always 1 - attack adds one recovery so it does 15 per turn and can attack every single turn at 15 damage - thats too much! - in combo with frost golem nothing would have a chance as it could sit next to frozen unit and pound it away every turn while anything attacking it must wait
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Old 10-05-2006, 08:49 PM   #7 (permalink)
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Quote:
Originally Posted by | Red Devil | View Post
what essence is saying is if you attack, then attack without moving, it does 15 damage each turn, every turn since the recovery is always 1 - attack adds one recovery so it does 15 per turn and can attack every single turn at 15 damage - thats too much! - in combo with frost golem nothing would have a chance as it could sit next to frozen unit and pound it away every turn while anything attacking it must wait
I explained how the recovery works here:
Quote:
That's not exactly the way it works. It starts with 0 recovery and if it moves and attacks it will have 2 recovery. Now with the 2 recovery it has 10 power, 2 movement, and a range of 1, not to mention the 6 MDS. If it then attacks with it's 10 power, at the end of that turn it will have 1 recovery. Now with 1 recovery it has 15 power, 3 movement, range of 2, and 3 MDS. If it then attacks with its 15 power at the end of that turn it will be fully recovered and back to its regular statistics, so it's more like 20/10/15 damage. The only attack that cause recovery is the one where it's at 0 recovery.
Quote:
Originally Posted by gypsy
Can the damage go down to 0 if it has too much recovery?
Interesting idea though, I say don't call it recovery though because it would confused noobs. I say program something else into the game entirely, I would call it Strain but that is just me.
The damage would go down to 0 if the Leifer was at 4 recovery which I believe would only be possible through the use of 2 berzerkers.
Quote:
Originally Posted by flash demon
its a good idea, and i like it overall, but my only concern with it is that it would become too weak if the continuous attacking strategy is used, because then it does virtually no damage, and it would get killed pretty easily
I worked with damage capabilities a lot yesterday, and the 20/15/10 combo is enough to kill anything besides a knight, furgon, golem, or dragon tyrant but it's a trade-off: why do 15 or 10 damage when you could probably do 18, 22, 24 etc. In most situations the its might not seem like a lot but it would be noticably more effective as the game progressed and when the opponent's cleric is dead.
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Last edited by Cross Punisher; 10-05-2006 at 08:51 PM.
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Old 10-05-2006, 08:53 PM   #8 (permalink)
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o - then that makes it reduculously powerful - it can attack during recovery with the only cost being a reduced attack....since its movements and attack during recovery dont add to the new recovery...it only weakens it a bit and damages it for moving

that makes it even more powerful, cuz it attacks after moving for 20, then the turn after 10, t hen 15, then 20, then 15, then 20, then 15 and so on if it doesnt have to move (it can attack endlesly every turn without any increase in recovery?? cuz my point is that when it attacks it should add one more to recovery amount

the idea is interesting, but the free attacks during recovery (+0 recovery for the attack) make it a bit too powerful
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Last edited by | Red Devil |; 10-05-2006 at 08:55 PM.
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Old 10-05-2006, 09:00 PM   #9 (permalink)
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Could you really afford a couple of turns using this one unit? If you move it 2 squares after it's just attacked for 20 damage, it takes more damage moving than its attack does. Who would really let you just sit there and wail away on one of their units?
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Old 10-05-2006, 09:05 PM   #10 (permalink)
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well i guess i am seeing this in the context of a frozen unit that u can sit there and attack every turn while it is sitting next to it - otherwise i see your point
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