You really do not realize until you go to actually make it but this is literally the loopiest program of all time. Which makes it a very dangerous program and why it is taking so long.
Basically it means I can release the race 3-8 weeks faster. This is becuase I can detect the existence of the placeholder item and then know to charge users with that item more money.
Yes that also means that the price will be normal if your in the area of effect and do not already own something but if you do buy something at that time it will be instantly taken away and then given back to you b/c the processing of the ability is going to work as a ward but a ward that disables items rather than damages players.
I'm pretty sure the only item that needs special coding will be Periapt of Health. There are two ways of doing it that I can think of. The first would be to remove bonus health above the maximum allowed by the race and the other is to remove 50 hp down to a minimum of 1 hp. The latter would definitely be more powerful. Either way, you may want to compensate for any health lost thus far from the round.
Examples
Method 1
Max human with PoH was shot once and has 180 HP. He is hit by the Alchemist's ward. His health drops to 150. When the debuff wears off he would either go back to 200 HP or 180 HP, depending on if you compensate.
Method 2
Player with PoH is nearly dead and has 20 HP left. He is hit by the Alchemist's ward. His health drops to 1. When the debuff wears off he would either go back to 20 HP or 50 HP, depending on if you compensate.
When you finish with your planned items, I could see Heavy Boots of Armor, Life Preserver, and Stone of Health having the same issues.
I'll try to find two people so I can test out Equivalent Exchange tomorrow.
EDIT:
By the way, when you finish this class you may want to expedite Tome of Health. Especially if you decide to go with method 2.
What: my life skills use meat
“Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain
We did some testing zero:
1- The ability's text said that Equivalent Exchange will heal for damage done BY Alchemist or his allies. I think you meant to say ONTO alchemist and allies. (currently EE gives you some health when u or ally gets shot, not when YOU shoot someone.). You might wanna fix that description because it's confusing.
2- At first I was telling passerelli that currently, EE's description has another confusing part. When you get shot by a bullet, currently it applies the bullet damage and THEN mitigates some of that damage:
For testing purposes, we turned off Iron Clad ability to confirm this:
- If you are alone, and have 100 hp, and get shot for 50 dmg and EE procs . Your HP after the shot will be 100. in other words, EE treated that bullet damage and then healed u for that 50(almost like evading that bullet NOT OVERHEALING). Personally, the description of the ability made it sound like if you had 100 hp, and got shot with 50dmg, and EE proc'd, that your final hp will be 150 as opposed to 100... in other words, the entire bullet got negated and transmuted into HP... which isn't the case.
- If you are with a partner, and you both have 100 hp. and u get shot for 50dmg, and your EE procs. YOUR hp at the end of the shot will be 75 (from 100 hp, minus 50 dmg, + 50 hp split by 2 = 75hp total), while your ally's final hp will be 125! (from 100 hp, minus nothing bcos he didnt get shot, + 50 split by 2 = 125hp total)
At first i was displeased because the description makes it look like the entire bullet will be EVADED and THEN you OVERHEAL by some hp... that's what i assumed the entire time from reading the description... So that's also some wording you need to fix... unless that ability is supposed to completely evade that bullet? in which case it's not working properly.
That being said, if u are walking alone as an alchemist, i kinda was bummed that u couldn't overheal when being shot ... and it simply acts like an instant shadow hunter absorption of that bullet. HOWEVER, when i thought of a scenario with multiple alchemists in this huge 60ft radius... and some human camping somewhere constantly getting healed over and over and over... yeah... i can imagine how this race can easily become overpowered.
Also we tested the range on EE. Your aura will heal ally for 60ft, which is about the width of the crackhouse building.
So clearly right now i'm pro making the bullet go through and THEN mitigate partially with EE, as opposed to overhealing and negating bullet which will be op as fuck considering multiple Alchemists AND the fact that it also has an ironclad evade.
3- About the armor gain, you said that the race will start with 50 hp and that damage will first have to go through its armor before it hits its hp right?
If that's the case, i even insist MORE on the fact that EE stays the way it is, just fix the description typo mentioned in part 1.
4- about the item transmutation thing. I was told by passerelli that it's a fixed ward? or is it a moving aura around u that can be activated X times in 1 round?
if fixed ward, how many wards do u get?
5- IF it's a ward, can u make sure the ward DOESNT look like a ward? Make it like a translucid light golden bubble or some shit? because i wonder if ppl will start bitching that it's a ward and should be treated the same way as shadow hunter wards around objectives and houses, when in reality the ability itself is nothing similar to shadow hunter or strider ward since it does no damage? u understand my concern? last thing we want is this race crippled near objectives and houses... which is where it shines the most...
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on a completely different note : SINCE WHEN IS A BACKKNIFE 195 fucking damage? it ALWAYS was 165 dmg, i know that from a fact in gg server bcos i backnife all the time... and yet in wcs and wikis online, it showed it as 195? this completely confused the fuck out of me when doign the EE heal at first, since i thought there was a bug where the 165 backknife hp /2 was giving 98 hp instead of 87...u see why im curious?
I haven't tested it myself, but didn't we also find a potential discrepancy with sock of the feather? Maybe you tested that and it doesn't cause issues, I dunno.
Forward, the Light Brigade!'
Was there a man dismay'd?
Not tho' the soldiers knew
Some one had blunder'd:
Theirs not to make reply,
Theirs not to reason why,
Theirs but to do and die:
Into the valley of Death
Rode the six hundred. ~Alfred, Lord Tennyson
Cyber, remember that only one EE will proc at a time. I'm not even sure if you get an extra chance to proc EE or ironclad with multiple alchemists within range. That is the only way I can see it getting out of hand. Imagine Night Elf camping Italy with 3 alchemists each giving him Ironclad. If Ironclad is 30% chance, the NE would end up with 75% evade. The alchemists would be able to rotate their wards to make sure that someone could always get entangled. It just gets too crazy. That's why I kinda doubt the buffs stack.
Zero, so you know the tooltip is very wrong
The way this reads, it should be when the alchemist or an ally deals damage they gain health instead of when they take damage.
Also, anytime Ironclad procced, Evolution's game crashed. Could you let us know what he needs to delete or at least how to properly troubleshoot this?
What: my life skills use meat
“Let us be thankful for the fools. But for them the rest of us could not succeed. ” -Mark Twain