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This page was last updated: Saturday, 16-Aug-2003 17:01:32 EDT
This page was last updated: Saturday, 16-Aug-2003 17:01:32 EDT
7:30 PM Tuesday, December 3rd, 2002 | |
Well I've been bored recently, so in my boredom I created a program that generates a magic square. What's a magic square? A magic square is a table with equal odd integar dimensions (ex: 3x3) where every row, column, and the 2 corner diagonals adds up to the same number. For the 3x3 square, every row, column, and corner diagonal will add up to 15. It's actually a pretty cool program, and took quite some time to make. The program itself allows the square's size up to 11x11 (any more and the calculations look sloppy when presented to the user). You can download the program here. Enjoy! |
10:15 PM Wednesday, November 6th, 2002 | |
Dark and I played our first round in the tournament! The replay is here for those interested! |
5:07 PM Saturday, October 19th, 2002 | |
This is going to be a quick update because I have a band competition to get to, but just about an hour ago I defeated what most people consider extremely overpowered: huntresses. The map's Lost Temple, it's a 1v1 game (ladder game on Azeroth, iMerlin is level 7 and I was level 6). You can find the replay here if you are interested in a way to defeat the 'overpowered huntress.' It's a quick replay (4:36), so if you have about 10 minutes to spare then I highly suggest downloading this!
*Note: Rename the file to "HuntressRusherRUSHED.w3g" because my hosting service doesn't seem to like unrecognized syntaxes, and .w3g isn't recognized by the server. Sorry for the inconvience! |
9:26 PM Wednesday, October 9th, 2002 | |
The patch that everyone [that plays WarCraft III] has been waiting for is finally here! Yes, the 1.03 patch is here! For a list of changes, click here! Also, since the WarCraft III 1.03 patch is now out, the tournament is under way! Obviously there are still blank spots, so if you want to be in the tournament then notify me via the forums quickly! Blank spots that don't get filled will just count as a "by" round for any player that happens to get matched against one. Also, if you appear to be inactive or just don't ever play in the tournament, you may lose your spot and it will be counted as a "by" round for your opponent.
Obviously with a patch comes fixed previous imbalances (such as shamen massing and tower creeping), but also comes new and undiscovered imbalances. Here are my thoughts after playing a few games: Orcs: Personally I think they got the shaft hard. Grunts received a +20 HP upgrade, which makes a pretty big difference when massing them (+100 HP more than usual with just 5 grunts, +200 w/ 10, you get the idea). However, HH, the Orc Anti-Air unit has been nerfed significantly (and boosted at the same time). They received a .54 increase in cool down, making them attack much slower than before. However, they received a +90 HP boost. I honestly think Blizzard is making Orcs what they intended to be - like the Protoss from StarCraft: Slow but powerful and menacing. A good boost that they also got was a boost to the Kodo (has 1000 HP now, which is great!) So now they actually have a use. Orc Towers were beat into the ground with the nerf stick, driven down in damage to 16 - 18. So overall Orcs got a beating. Humans: Humans farm bug has been fixed (hooray!) However, their Archmage was POUNDED with the nerf stick. Every single skill this guy has (besides his ultimate) was nerfed. Water Elementals now only last 60 seconds instead of 75. Blizzard's radius no longer increases per level, and stays at the same radius it was at level 1 in 1.02 patch. So basically it doesn't increase in radius, only in damage. The brilliance aura is not a percent based skill anymore, but a constant number (I forget the exact numbers, but it's not as good as it used to be). The paladin got a strange buff - Divine Shield was decreased to 25 mana instead of the costly 75 mana it was before, making it a much better skill to get. That's all that was changed about Humans - just their heros. Oh, and of course the tower bug was fixed as well. Undead: Probably considered the weakest race next to Humans last patch got considerable boosts to everything they have. Gargoyles ground attack has been significantly boosted, and many aruge it is now overpowering. The lich, who was only considered good by the experts of WarCraft III (which is why I loved him!), got a boost in the strength department, which means a boost in his hitpoints. His speed is still the same, but Frost Armor now only costs 40 mana AND IT'S AUTOCAST!!! Frost Wyrms have been fixed so that they also slow air as well. An undocumented change that no one has noticed yet is that AMS (Anti-Magic Shell) is now undispellable. I've been waiting for this to happen, and how this will play out is yet to be seen. However, let's just say that no more polymorphing any of my Frost Wyrms! Then again, with gargoyles this powerful, who needs Frost Wyrms? Night Elf: The most feared race out of them all hasn't been nerfed as hard as everyone anticipated. The only change to the huntress is that the Sentinal is now a Tier 2 upgrade (undocumented change). Another nerf to the sentinal is that it can now be dispelled OR knocked down from the tree WITH JUST ONE ATTACK FROM A WORKER (don't have to knock down the tree, just hit it once and bye bye sentinal!) Moonwells have been nerfed so that when healing health and mana, 100 points won't heal both, but only half of each (before 100 mana in the moon well would heal health for 100 "moonwell mana" and mana for 100 "moonwell mana," basically using 200 "moonwell mana"). Thorns was buffed significantly, from being a Tier 1 slaughter to being a threat to Tier 3 and heros. It's now a percent based skill (10%, 20% and 30% respectively). This makes melee heros fear hitting stuff, because they're getting quite the beating while doing so. Treants now last 60 seconds instead of 75 seconds, but since no one cared about these guys I haven't noticed any real difference. Wisp Detonate now does 225 damage to summonables, which is quite nice, considering it used to only do 150. Also, their movement speed has been increased by 25%. What this really means I don't know. I haven't noticed any real difference, so it seems kind of an odd thing to update. The Demon Hunter mana burn has been... changed. It now only works on other heros / units that DON'T have mana burn. So a Demon Hunter can not mana burn another Demon Hunter (or Felhound for that matter). Interesting change, one that will have to stick around to really see if it has a big impact. I feel that the game is getting very closed to being balanced. I think Orcs were hit a bit too hard, and that's just about it. NE, UD, and HMN are all a close match now. People complain about gargoyles because they used to be horrible against ground. Now they actually damage the ground enough to be targetted, and this scares people. I'm beginning to wonder if Frost Wyrms / Gargoyles is going to be the equivalent of DotT / Chimera, but better? We'll have to wait and see... |