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Old 08-22-2012, 09:35 AM
Fatt_Shade Fatt_Shade is offline
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So far situation was : lets for expl take knight unit , your attack = enemy defense, you make nominal 100% dmg = 16-18 physical. Your att higher 10points then enemy def = (16-1*(1 + 10*3,3%) = 21-24 phy dmg, etc. So on 30 bonus att you make 100% more dmg = 200% total, and on 60 bonus att above enemy def it`s 200% bonus = 300% total dmg of nominal value, 48-54 phy dmg for our knight expl. And that part is clear, and OK.
Why i asked bladeking77 in that post i referred you to, is this is to simple compared to intellect stats formula (1 game i played in CW i got 2 Belt of Victor and with it my dragon army had basic def 150+ def, and with stone skin/magic spring red dragons got to 284 def, and all of it useless due to limit to 66% dmg reduction, and with this implemented in calculating att/def at least my red dragons got more resistances). And i wanted to see can it be made interesting, to make players to think before equipping some items, about bonuses they will gain/lose with +4att compared to +5int or something like that. Expl : should i take +att/def items, or spend runes on frenzy/prayer sills, or lvlup divine armor/stone skin . . . It will make player choose between way of developing his hero/army.
Bladeking77 did it, and it`s pretty simple formula in arena.lua file, and it works great. BUT i didnt think about active att/def bonuses in battle. Int is constant value during game, in and out of battle so spell dmg is calculated for it`s value. Att/def on other hand outside battle have some value, and in battle can have completely different - stone skin/magic spring/berserk spells, or frenzy skill, trolls malevolent, goblin zeroing in . . . How will this get implemented with this formula ? I dont remember now did it work OK or were some problems. Or red sands bonus to exp lvl`s for units, outside battle normal stats, and in battle higher stats due to lvl`s not connected to hero items/skill. I would try this, but currently my graphic card is fried, so no game for me for some time (i`m operating on ancient geforce 4400
So if you can try, implement this bonus into your file, and see does unit crit% and ress change during battle with stone skin spell (should give bonus ress to all dmg types +nominal ress from spell itself to phy dmg. or take frenzy and kill some weak stacks with 1 unit and check it crit% after each frenzy bonus).

All this bonuses make your army stronger, but also does to enemy and if you get in CW your mechanics to enemy heroes and AI late game could get very interesting in this mod

And Q: does it give bonus after hero`s att/def or from 0 ? I ask this looking black dragon stats, he have att 70 and crit%=17. When this formula is implemented in game, will he get nominal crit%=27 due to +10% from units att, or will only hero stats effect his crit% ?

Last edited by Fatt_Shade; 08-22-2012 at 09:51 AM.
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