Spawnplayer
Member
Good Evening my Lokans. We have all had the experience of warping to a Conquest, and typically the main things that have been in consideration when who has the advantage is:
Defender Mods, Attacker Modules, Numbers, and Skill.
However, after attempting to take a charge I noticed that while trying to lower a golem, I physically could not kill it. How can this be? Loka has a 33% Damage Buff, and when I play a Rivi, it only takes 5 hits to kill it.
HOWEVER, when in a Continental Conquest, it takes 10 Critical hits with Strength 2 to kill a golem. So 1 Critical Hit = 10% of the golems health. It takes 0.625s to swing a fully charged diamond sword. With perfect timing, it would take AT LEAST 6.25s to kill a TGen Defender.
According to the Minecraft Wiki, healing a golem removes 1 "Deterioration Level" from it. There are 4 Deterioration levels, which is:
Clean: >75%
Low Cracking: 74% - 50%
Moderate Cracking: 49% - 25%
High Cracking: 24% or less
In Short, it heals about 25% of the golems health with each Iron Ingot
The Iron Ingot Healing cooldown was recently BUFFED as stated in this Loka Update to be 1 second. This means a golem can LITERALLY OUTHEAL a player with SHARP 5 STRENGTH 2.
It can be displayed as:
Golem Healing: +25% of Max Health/1s
Golem Damage: -20% of Max Health/1.25s
Over a period of 10 seconds:
Golem can gain 250% of its max health (obviously implying its being constantly damaged)
Golem takes 160% damage in that same time.
This is obviously problematic by itself, meaning that not only do you negate the damage done to the golem by the player, you actively out heal it.
This in itself is counter-able, despite being quite annoying to do.
HOWEVER, you can SIMULTANIOUSLY give a golem Vicious Defense while healing it with iron ingots.
Golems do 4 Hearts of True Damage when buffed with Vicious Defense. According to the Technical Minecraft Wiki, the attack cooldown of an Iron Golem is 10 ticks (which is .5 seconds).
This means golems literally do 8hp/s. This is ridiculously OP considering multiple golems can hit you at the same time. However, this is still tolerable to a dedicated Loka player.
The Problem comes from when I'm trying to kill an invincible golem, that does more damage to me, than the person healing it would. Let's take a look at the numbers.
We can represent these values in terms of 100, like a percent. So both the player and golem have 100 health to make the comparison more understandable.
Golem's Stats:
Regens 25hp/s
Deals 80hp/s
The Player's Stats:
Regens 40hp (when using a healing potion, cannot deal damage while healing)
Deals 10hp/1.25s (to golems)
Deals 50hp/1.25s (to players)
I think an imbalance is clear when a golem is literally unkillable, while out damaging the person keeping it alive.
It's not even like you can just hit the guy away, because the golem is going to do more damage to you than you are to the person healing it. If the person goes to pot, you can't kill them, and the golem can still hit you for more damage than you are doing to your enemy, than you are to the enemy themselves.
I think the solution to this, is to make it so that Golems with Vicious Defense cannot be healed. This makes it balanced, so you can have immortal golems that require the constant attention of a person, or you can have fent golems that 3 tap a player, but can't live forever.
Edit; It's super OP for defense, since attackers have to actively go over to the defending building Kill the Golems, take the charge, AND do it in under an hour.
The Defense has to keep the golems alive and GG.
Defender Mods, Attacker Modules, Numbers, and Skill.
However, after attempting to take a charge I noticed that while trying to lower a golem, I physically could not kill it. How can this be? Loka has a 33% Damage Buff, and when I play a Rivi, it only takes 5 hits to kill it.
HOWEVER, when in a Continental Conquest, it takes 10 Critical hits with Strength 2 to kill a golem. So 1 Critical Hit = 10% of the golems health. It takes 0.625s to swing a fully charged diamond sword. With perfect timing, it would take AT LEAST 6.25s to kill a TGen Defender.
According to the Minecraft Wiki, healing a golem removes 1 "Deterioration Level" from it. There are 4 Deterioration levels, which is:
Clean: >75%
Low Cracking: 74% - 50%
Moderate Cracking: 49% - 25%
High Cracking: 24% or less
In Short, it heals about 25% of the golems health with each Iron Ingot
The Iron Ingot Healing cooldown was recently BUFFED as stated in this Loka Update to be 1 second. This means a golem can LITERALLY OUTHEAL a player with SHARP 5 STRENGTH 2.
It can be displayed as:
Golem Healing: +25% of Max Health/1s
Golem Damage: -20% of Max Health/1.25s
Over a period of 10 seconds:
Golem can gain 250% of its max health (obviously implying its being constantly damaged)
Golem takes 160% damage in that same time.
This is obviously problematic by itself, meaning that not only do you negate the damage done to the golem by the player, you actively out heal it.
This in itself is counter-able, despite being quite annoying to do.
HOWEVER, you can SIMULTANIOUSLY give a golem Vicious Defense while healing it with iron ingots.
Golems do 4 Hearts of True Damage when buffed with Vicious Defense. According to the Technical Minecraft Wiki, the attack cooldown of an Iron Golem is 10 ticks (which is .5 seconds).
This means golems literally do 8hp/s. This is ridiculously OP considering multiple golems can hit you at the same time. However, this is still tolerable to a dedicated Loka player.
The Problem comes from when I'm trying to kill an invincible golem, that does more damage to me, than the person healing it would. Let's take a look at the numbers.
We can represent these values in terms of 100, like a percent. So both the player and golem have 100 health to make the comparison more understandable.
Golem's Stats:
Regens 25hp/s
Deals 80hp/s
The Player's Stats:
Regens 40hp (when using a healing potion, cannot deal damage while healing)
Deals 10hp/1.25s (to golems)
Deals 50hp/1.25s (to players)
I think an imbalance is clear when a golem is literally unkillable, while out damaging the person keeping it alive.
It's not even like you can just hit the guy away, because the golem is going to do more damage to you than you are to the person healing it. If the person goes to pot, you can't kill them, and the golem can still hit you for more damage than you are doing to your enemy, than you are to the enemy themselves.
I think the solution to this, is to make it so that Golems with Vicious Defense cannot be healed. This makes it balanced, so you can have immortal golems that require the constant attention of a person, or you can have fent golems that 3 tap a player, but can't live forever.
Edit; It's super OP for defense, since attackers have to actively go over to the defending building Kill the Golems, take the charge, AND do it in under an hour.
The Defense has to keep the golems alive and GG.
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