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Rook Towers Chaining

By on April 21, 2009 1:16:30 PM from Demigod Forums Demigod Forums

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The light towers are really powerful, and I was wondering what the math behind the chain firing is.  Anyone know anything about that?

I'm just wondering if dropping a light tower a little to the rear to chain the main base def towers to the offense tower creep towers is worth the mana/effort.

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April 21, 2009 1:21:23 PM from Demigod Forums Demigod Forums

I've read that the chaining effect is purely visual, and from what I've seen (I play a tower rook mostly) I tend to think it's correct.  I've noticed that my towers deal more damage based on how many towers are in range of the target, rather then just how many towers are linked together.

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April 21, 2009 2:50:21 PM from Demigod Forums Demigod Forums

Quoting psykofunk,
.......I've noticed that my towers deal more damage based on how many towers are in range of the target, rather then just how many towers are linked together.

This is because the chain is just a visual effect. The more towers that are in range do more damage because you have more towers firing. They do do great damage if you have enough of them up though. Wonderful skill and I play him as a tower setter when I play Rook as well.

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April 21, 2009 5:23:45 PM from Demigod Forums Demigod Forums

Oh, that's weak sauce!  They shouldn't mislead with a visual effect like that.

 

 

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April 21, 2009 6:45:05 PM from Demigod Forums Demigod Forums

Yeah, we all love how a long chain of Prism Towers one-shot-zzapped a ConYard in RA2...

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April 24, 2009 5:25:53 AM from Demigod Forums Demigod Forums

seems like a waste ... they have the code and the visuals ... they could at least add a small beneficial effect.

Just to put rook-player minds' at ease.

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April 24, 2009 3:51:45 PM from Demigod Forums Demigod Forums

Just a visual effect? That's stupid if it's true... it's definitely a misleading visual cue. I always figured "chaining" let towers hit targets that are otherwise out of range (by chaining through to a tower that is in range).

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April 24, 2009 8:23:37 PM from Demigod Forums Demigod Forums

If some kind of chaining were possible, it would add so much more to the gameplay of the Rook... For example, his own Tower of Light on his shoulder will connect to his own towers he pulls from the ground, as well as base towers. This could enable the Rook to be the best hold-the-line demigod, and make his approach slow, building towers to buff up his tower damage along the way.

The formula for the end tower could be something like (base tower damage) * (sqrt(number of towers in chain)). So two towers(maximum level) would deal ~41% more damage than just one tower, three towers would deal ~73% more damage etc. This has all the elegant answers of quickly mounting, diminishing return mechanic(beyond 10 towers the gain becomes extremely small, so it can also be capped at 3x for ease of calculation)...

If you wanted to make it really detailed, you could make the number of towers in a chain for the Rook's own towers range from 0.25 for the 1st level tower, through 0.5 for the second, 0.75 for the third and then 1.0 for the final upgrade...

So a Rook can plant a tower within chaining range of his base defense, move forward a few steps, place another tower, move forward, place another tower, and then move forward again and use his own shoulder tower to great effect, now being buffed by three level 2 towers and two base defense towers, turning his measly 40DPS shoulder tower into a rather nice 82 And then an UB sees this and rushes in, breaks his chain to nerf his ToL damage, and promptly proceeds to open up a can of whoopass on the Rook.

Also, bases would be slightly more formidable this way, but the starting base damage(without upgrades) for towers should be reduced....

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April 24, 2009 8:54:50 PM from Demigod Forums Demigod Forums

Quoting The_Regicide,
(...) This could enable the Rook to be the best hold-the-line demigod, (...)

 

He isn't already?

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April 24, 2009 9:05:16 PM from Demigod Forums Demigod Forums

Reg, UB and TB are better assassins for crowd control. It may seem the Rook does it more economically, but his cheap approach bites him hard in the ass when catapultosauri come strolling in.

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April 24, 2009 9:58:21 PM from Demigod Forums Demigod Forums

Quoting The_Regicide,
Reg, UB and TB are better assassins for crowd control. It may seem the Rook does it more economically, but his cheap approach bites him hard in the ass when catapultosauri come strolling in.
He's the best at holding the line against enemy DGs. 

I fended off an Oak 4 times with Rook once, before having to retreat due to mana loss. 

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May 27, 2009 12:21:30 PM from Demigod Forums Demigod Forums

Quoting liq3,

Quoting The_Regicide, reply 9Reg, UB and TB are better assassins for crowd control. It may seem the Rook does it more economically, but his cheap approach bites him hard in the ass when catapultosauri come strolling in.He's the best at holding the line against enemy DGs. 
I fended off an Oak 4 times with Rook once, before having to retreat due to mana loss. 

 

 

What! Nu ughh...  No way!! Seriously?! that's an amazing story.  I once killed oak 5 times in a row when I was playing computer on easy and my rook had upgraded armor and weapons. I made him look like a 2 cent whore at a pimp fest.

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May 27, 2009 12:55:56 PM from Demigod Forums Demigod Forums

though it's a pity, this would make rook just much too powerful

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May 27, 2009 1:25:48 PM from Demigod Forums Demigod Forums

Quoting liq3,

He's the best at holding the line against enemy DGs. 
I fended off an Oak 4 times with Rook once, before having to retreat due to mana loss. 

Assuming you are referring to tower spamming, this is not true late game. There are many level 20 demigods that could care less that you have 8 towers built, since your towers do not get better DPS after level 10. Congrats, you have spent 4 skill points in something that is useless in the endgame. Plus you have to build 8 freakin' towers which takes anywhere from 64-80 seconds. There are many citadel upgrades that can pwn your towers, too. That's quite a bit of time to get yourself in a secure position.

Early game, however, there is nothing (besides another rook) at level 1 that can take down two Rook towers. The best way to play Rook, in my opinion, is to start with tower spam until level 7 and then switch over to boulderroll/hamerslam. This stun/smash tactic is more viable later in the game when longer stuns become available and you don't have to time it as perfectly. That way the Rook plays all of his strengths at each stage of the game.

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May 27, 2009 2:26:06 PM from Demigod Forums Demigod Forums

Early game, however, there is nothing (besides another rook) at level 1 that can take down two Rook towers. The best way to play Rook, in my opinion, is to start with tower spam until level 7 and then switch over to boulderroll/hamerslam. This stun/smash tactic is more viable later in the game when longer stuns become available and you don't have to time it as perfectly. That way the Rook plays all of his strengths at each stage of the game.

 

 

I agree, and infact, I'd say that the Hammersmash rook builds are both a) becoming more popular, and incredibly powerful.

 

It's a lot more difficult to boulder->smash than to setup tower farms, however, Rook can really do an immense amount of damage in melee combat. Between his shoulder upgrades, boulder roll, hammer smash, and god power III, rook is quite a force to be reconned with. His primary issues in this mode are that he is slow, and the it can be difficult to hit someone with a boulder roll (speed upgraded UBs come to mine).

 

I've been in many situations where I've sent 2 demigods running from my Rook, merely because I managed to stun 'em both, and then smack them in the face with 1300 or 1700 damage, while putting out 300+400 DPS on melee.

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May 27, 2009 4:16:47 PM from Demigod Forums Demigod Forums

i certainly don't agree to that whole towers are useless in end game thing....not true

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May 27, 2009 5:18:11 PM from Demigod Forums Demigod Forums

Yea, I think there shouldn't be a bonus to chaining towers. Rook tower farm's weakness is that he can't set forward right away, he has to start behind and work his way forward or he gets creamed by better DG killers. If the towers could link, it'd mean Rook could set up behind then push forward without losing time because his forward towers would carry the power (or bonuses) of those behind.

And on Towers being useless late game: no they're not. Even if they're not as effective, if you max Power of the Tower then max Hammer Slam and get Boulder Roll and Poisoned Arrows, once someone decides to approach some of your towers to get to you, they can expect to be stunned by the boulder, then hammer slammed and slowed, all while being jolted by your tower line and punched to death. I only get Structural Transfer I because it can hardly be used to heal in battle (Robust Health Potion is faster and harder to interrupt), 800 is ok damage on your own towers and ok for a heal when not fighting, and the stun on the enemy towers is the same if you got and ally with you, plus you bring them down faster by hitting them.

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May 27, 2009 6:12:00 PM from Demigod Forums Demigod Forums

Did your opponents buy trebuchets at their citadel?

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May 27, 2009 6:33:35 PM from Demigod Forums Demigod Forums

Well, it wouldn't have to be a 1 to 1 bonus. Like, when a tower chains, it loses 25% for each tower it chains across.

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